Sorcerer's Tower

: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.