Over the past week I've been incredibly busy which had put a short stop to the production of my project. However, with now a week less on the project, there is some extra things to include into the project before I'm satisfied with it's completion. Due to the time restraints I've made it my priority to finish the pillars in engine and the giant temple door. This was there is no grey left in the scene at all and all architectural elements are in place.
In regards to stretch goals I've met some of them; such as the decorative Buddha trims and the giant heads. There are some extra elements such as foliage that I would really like to include, as well as vertex blending materials for a higher contrast in material variation.
But reviewing all the work i have managed to do for this project, I believe I met my goal in creating something that has really strong art visuals, as well as successfully experimenting with dealing with larger environment assets.
Progress and current focus of the project:
Detail Lighting
Lit
In this project in particular I've been trying to push the lighting in the environment; Creating stronger contrasts for a dramatic appearance. Creating a hole in the ceiling allowed lighting to spill through the roof and create the contrasting lighting colours. I've mainly played around with the light bounces in the scene, this is helping with the general illumination of the room and preventing from areas being completely lost in darkness.
Base Door:
Very quickly to visualise the doors I used the same method as the rest of the environment by using the tiling base colour and unique mask to create grunge variation. This can certainly be worked into, but for getting fast coherent results it works really well. I used references of some enormous temple doors. In terms of outside environment, I believe these doors signify a greater expanse beyond them; a massive temple. and due to the way the environment has been made, there is room to be able to further expand with all the modular geometry.


