ENVIRONMENT CREATION 2 - WEEK 1: BLOCKING AND REFERENCES
Hello this will be another project follow-up. This will be a bigger level based on a castle-cathedral hybrid where you get through it to reach the boss room on the end.
It will be based on bloodborne and Castlevania Ideas mixed with gothic churches style and elements with big cristal windows to ambience the scene. The idea of the fight and the mechanic would be to use the hanging incensaries on the sides to hit the boss on the middle.
For this week I advanced on the modular system and started working on the lighting of the scene. I also put some basic textures to direct the mood of the level.
ENVIRONMENT CREATION - WEEK 3: MORE MODULAR AND TRIMS
Hi, this week I have been working on more assets for the entrance, some UVs for the hallway and redo the throne round section and pillar structure for it. Also started to place actual lighting for the glasses and some pictureframes.
ENVIRONMENT CREATION - WEEK 4: TRIMS AND LIGHTING
This week’s progress is not as visible as others, but it has to be with geometries and UVs. I placed the texture for the ceiling and the crystals, also placed some ambient lighting to lead the vibe of the scene.
ENVIRONMENT CREATION - WEEK 5: LIGHTING AND ASSET REFINE
This week I enhanced the hallway section with storytelling and placed some statues on the throne part. I also kept working on lights and overworld ambience.
Also added some decoration armors and candles on the entrance.
ENVIRONMENT CREATION - WEEK 6: LIGHT PASS, FLOOR TILES AND MORE
This time I focused on the throne room floor. Doing a tileset for it and modelled a bit extra for the doors. Also advanced on UVs for some pieces with trim sheet that needed it.
Moved the level inside of a box to avoid light clipping.
ENVIRONMENT CREATION - WEEK 7: THRONE ROOM ASSETS AND VOLUMETRIC FOG
Hello, for this week I finished mostly every asset for the scene and really focused on the final instance that is the throne room. I did the throne and the censer it has above.
Also worked on Niagara system for the fog as i wanted to do a specific low fog to give that enclosure sense on the area. I used the same system to do the particles on the hallway that connects the entrance and the final area.
ENVIRONMENT CREATION - WEEK 8: PARTICLE FIXES AND HERO ASSET
For this week my progress is not very noticeable on visuals, but for optimization and subtle fixes. I touched some configuration for the fog and started working on another throne wich is my principal asset.
ENVIRONMENT CREATION - WEEK 10: POST PROCESS AND CHARACTERS.
This week was all about post-processing light and implementing the boss character. It got darker to create contrast in the main places to show and point light fixes.
ENVIRONMENT CREATION - WEEK 11: NEW ASSET AND CAMERA ACTOR
This week’s update is to place one of the final assets: The round crystal. Also adjustments on the character’s camera so it is closer to him and let see around with more detail. Some decals added and changes on lumen to optimize.
ENVIRONMENT CREATION - FINAL WEEK: LAST TOUCHES
For this update I filled the paintings on the entrance and added a texture on the windows to give illusion of something being outside. I also added hanging corpses on hallway and final room to enhance the gore of the scene. Also moved the camera a bit.