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.






:classical_building: Weekly Progress Update – Ground Floor Overhaul & More

:wrench: Structural Changes

This week I made several changes to the ground floor, including updates to the columns, their height, and the overall number.
The new columns now feature arches and are slightly larger than originally planned, helping to define the structure more clearly.

:carpentry_saw: Railing Variations

I modeled different types of railings for each floor, some of which include damage and wear to reflect that the environment is not perfectly maintained. This adds to the atmosphere and storytelling of the scene.

:artist_palette: Texturing Progress

The texturing for the supports and chains is still a work in progress, but it’s getting pretty close to the final look I’m aiming for.








:pushpin: Goals for This Week

  • :white_check_mark: Finish the texturing
  • :white_check_mark: Complete the new columns
  • :white_check_mark: Model the second floor
  • :white_check_mark: Start working on the lighting
  • :white_check_mark: Begin modeling props for the ground floor (books, chairs, tables, etc.)

:speech_balloon: Feedback Welcome!

Any feedback or suggestions are more than welcome!
I’m trying to push the storytelling and visual cohesion of the space, so feel free to share your thoughts or ideas. :raising_hands:

:castle: Weekly Unreal Devlog – Structural Progress & First Lighting Pass

:triangular_ruler: Base Structure Complete

This week I caught up with the tasks I had pending and managed to finish the base structure for both the ground floor and the upper levels.

I modeled everything in Maya, starting with a single modular block which I duplicated to form a set of 18 columns. Then I applied a bend deformer to give the structure its circular shape.

My initial idea was to build this directly inside Unreal using the pattern tool, but I found it a bit clunky and the results weren’t what I was aiming for visually.

I ended up creating two separate structures:

  • One for the ground floor, with thicker, more massive columns.
  • And another for the upper levels, with slightly slimmer columns and a double-arch design for added elegance.

Both structures are now fully textured using their final materials.


:brick: Support Rings Adjustments

I also tweaked the support rings, reducing the number of connecting braces from 4 to 2. This helps clean up the view when looking upwards, reducing visual clutter and making the structure feel a bit more open.



:fire: First Lighting Pass

I did an initial lighting pass, aiming for a darker, moodier vibe—since the scene is only lit by torch fire, I’m trying to achieve a soft and mysterious atmosphere.

Reference

And here is a little Cinematic


:bullseye: Next Steps

Now that the heavy lifting on the main structure is done, it’s time to start dressing the environment:

  • :books: Bookcases
  • :open_book: Books
  • :chair: Chairs
  • :wood: Table
  • :fire: Wall Torches

Also, I still need to cut out the hole in the structure for the staircase to reach the next floor.