Spartacus Blood Arena
I had the pleasure of working as environment artist on Alessandro Zen’s Spartacus project (Spartacus Blood Arena) which I am sure will be a big success in the future
I created this arena based on many references including Colosseum, Old Painting of Arenas and pictures of arenas around the world.
I used Maya for 3D modeling and UV mapping. Substance Painter for texturing some of the assets and Unreal engine 5.2.1 for applying Quixel amazing sharers to the scene and creating the environment.Also I used Edius for editing the renders into a video.
I modeled everything except the statues and helmets myself.The statues where mostly downloaded form https://www.myminifactory.com and a couple of them were downloaded from sketch fab.
I hope you enjoy watching it.
Make sure to follow the project on Instagram and Facebook to not miss this amazing game when it releases:
Spartacus blood Arena
Spartacus Blood Arena (@spartacus_blood_arena) • Instagram photos and videos
Music:
“Vadim Krakhmal - Runic Hills” is under a Creative Commons (CC BY-SA 3.0) license
Music promoted by BreakingCopyright: 🌄 Orchestral Epic Battle Music (For Videos) - "Runic Hills" by Vadim Krakhmal 🇷🇺 - YouTube
Hey there @JVAD3D !
I applaud you on your long hard work you spent making this. It clearly shows there was a lot of love put into it! I also adore the haunting beauty that there is in this semi-pristine appearing arena. It’s almost like this chilling history preserve that you manage to capture and I find that so wonderful!
Was the top overheads particularly difficult to make? The cloth sun blockers to be specific.
@The_M0ss_Man
Hello
Thanks for your beautiful and kind words.it gave me a lot of energy.Yes,you are correct and I really loved this project.
About the overheads ,No,It was not hard at all,Honestly it took less than 20 mins to model the over heads in Maya and around 5 min to Create proper UVs layout for it and also unwrap it.
I spend around 30 mins more on creating two texture maps I need for it in Maya ,Photoshop and also Sunstance Painter.
I created a normal map for it’s wrinkles in Substance painter and a black and white map to highlight the borders in Maya and photo-shop.
Finally. I multiplied the black and white map with the diffuse channel of my material and also add the normal to the normal chanel of my material.
So the final material had two normal maps combined together.
@The_M0ss_Man
here are a few screenshots of the overheads and also the scene in Maya +some of the assets I modeled and texture)
![AA3|690x370](upload://jZQOcJ7iCG8zTLkgxadRkHd9y9c.jpeg
Hey there @JVAD3D !
That’s actually very cool to see! I’ve not used Maya as I’m mildly intimidated by learning a new program, haha. I do enjoy seeing the models a little more closely as I can truly see you put detail into some historical accuracy which is genuinely impressive!
I will certainly notate how you created the overhang and attempt to follow in your steps to a degree as your explanation was simple and easy to picture. With the photos of the scene in Maya it helped me get a better understanding as well!
Thank you again for showcasing this wonderful project!
@The_M0ss_Man
You’re welcome,Maya is super great.
I recommend you to learn it.
I started my journey long ago by learning Maya.