After a long, long time I’m back with the environment I’m currently working on. Although it is already quite advanced, there are still details I need to polish.
I started this level as a way of testing modularity, material settings, and modelling techniques.
By using tileable textures with the displacement modifier inside of Blender, I have been able to create models that tile, both in geometry and texture.
By adding some functions to the materials, like AO masking and world positioned noise, I have been breaking repetition among modules.
I have especially enjoy playing around with the lights, trying to make the shadows of the rocks stand out.
In the last room, the crypt with the blood soaked altar, I have added a snipped of my next environment, a cthulhu statue:
A video of each floor: