I’m starting a new personal environment project and I’ll be sharing weekly updates here as I move forward.
The project focuses on a balcony area of a police station, Every thin in a cyberpunk-inspired aesthetic. This environment is being designed as part of a shared visual universe together with @nymxnymxnymxnymx, who is working on a complementary environment, so both scenes are meant to connect narratively and stylistically.
During this first week, I’ve mainly been focused on:
Setting up the project and defining the overall mood
Creating the initial blocking of the scene to establish scale and composition
Gathering and organizing visual references for architecture, materials, and lighting
Starting to plan and prototype the main modular systems that will define the structure of the environment
The goal at this stage was to build a solid foundation before moving into more detailed modeling and material work in the coming weeks.
Thanks for checking it out, and I’ll be back next week with more progress!
Here’s this week’s update on the cyberpunk police station balcony environment.
This week I focused mainly on asset production and expanding the modular building system for the background skyline.
To create more variety and flexibility, I developed two different modular approaches:
Floor-based modular system: Each building is constructed floor by floor. I designed this system with a strong focus on how the silhouette and overall appearance shift depen
ding on the viewing angle, making the skyline feel more dynamic and less uniform from different perspectives.
Block-based modular system: Larger structural blocks that can be combined in multiple ways to quickly generate different building variations and break repetition in the skyline.
Both systems are designed to work together, giving me a good balance between control and procedural-like variation.
At this stage, the modeling and UVs are fully completed for the background buildings — they’re now ready for texturing.
I also added more assets to the sofa area on the balcony to enrich the foreground storytelling. These assets are modeled and unwrapped as well, and currently waiting for the texturing pass.
Next step will be moving into materials and starting to bring everything to life visually.