Sorcerer's Tower

Hello again!

I’m starting a new project, this time focusing on an interior environment. I want to step away from cities for a while and instead prioritize the density of assets in the scene. By reducing the overall size of the environment, I can focus more on the details and storytelling.

For this project, I’m creating a Wizard’s Tower, a place where a sorcerer conducts research on various potions and spells. The idea is to convey the sense of isolation—as if the sorcerer has been locked away for a long time, completely absorbed in his studies. This will be reflected in the cluttered and overcrowded atmosphere of the scene.





A key element in the tower is a mysterious “infinite” chain that runs through it, adding to the secrecy surrounding the sorcerer. My initial idea is to make the tower seem endless, but I’m still debating this. I don’t want the environment to only look good cinematically but also be playable, so I might end up adding a dome or a ceiling instead of leaving it completely open.

Progress so far

This week, aside from defining the concept, I focused on making sure the scale was correct. I created three different chain variations and a blockout of the supports holding the chain in place. I encountered some scaling issues, but I’ve already fixed them.







Next Steps

  • Decide whether the environment will be finite or infinite.
  • Finalize the layout of the scene.
  • Refine and texture the supports and chains.

Inspiration & Style

The style I’m aiming for is inspired by Mistborn (Dark Fantasy) and World of Warcraft’s fantasy environments, particularly Karazhan’s Library. Mistborn’s influence mainly comes from the Steel Ministry, which helps set the tone for the environment.

I hope you all like this new project!

Weekly Progress Update

:wrench: Rings & Supports
This week, I finished modeling the rings and the supports. I ended up changing part of the support design so they look more like they latch onto the ring — more like a mechanical system.

:hammer_and_wrench: Texturing Delay – ZBrush Issues
My original plan was to texture and complete both the rings and the supports, but due to some issues I’m having with ZBrush, I couldn’t create the high-poly versions yet. I wanted to add some broken rock and weathering details, so hopefully I can solve that this week.

:ladder: Railings
I also modeled the railings for the different floors. The idea is to create two or three variations with different types of damage to break up the repetition.

:brick: Columns
As for the columns, I’ve started modeling them, but I wasn’t able to continue because I need ZBrush to sculpt the top details.

:straight_ruler: Floor Height Adjustments
Additionally, I adjusted the height of the first few floors again. I might tweak them a bit more, as I want to add arches and, as it is now, the spacing feels a little tight. It shouldn’t be a drastic change, though.

:bullseye: Goals for Next Week
If I can fix the ZBrush issue, my plan is to texture all the pieces that already have UVs and finish modeling the columns along with their arches.