Dev Update – Lady of the Lake Statue

For the past few days, I’ve been working on a new environment prop for The Last Knight of Camelot: a stylized statue of the Lady of the Lake. This piece serves as both a narrative symbol and a worldbuilding element, so I approached it with the goal of balancing mythic elegance with a sense of age and mystery.

Concept & Direction

The design pulls inspiration from Arthurian legend—particularly depictions where the Lady is serene yet imposing. I wanted her posture to feel calm but powerful, with Excalibur held upright as if frozen in a moment of ceremonial offering.

The statue needed to look ancient, almost like it has been submerged or exposed to enchanted waters for centuries. That became the core theme driving the sculpt.

Sculpting Process

The model started as a simple blockout in Blender to lock in silhouette and gesture. Most of the work went into the drapery and hair, shaping the flow so it felt like soft movement captured in stone. I exaggerated some folds to make them read better once baked into a game-ready asset.

The sword was modeled separately to maintain clean lines and a contrasting geometry against the organic shapes of her robe.

Texturing & Materials

I kept the material in a stone-like palette with cool tones—deep greens and desaturated blues—to suggest water exposure, algae, and subtle magical energy. I used hand-painted highlights to create that faint enchanted glow without going full emissive.

Light roughness variation across the surface helps the statue catch light differently from each angle, giving it more depth during gameplay.

Final Look

The result is a statue that feels ancient, mystical, and slightly eerie—the kind of monument you’d find deep in the forest or hidden in a ruined temple. It will likely appear in several key story locations as a recurring symbol of the Lady’s influence across the world.

More updates soon as I continue building out the environments and characters for the project.