Sunken Temple
In The Sunken Temple, I explored Modular Environment Design. With asset planning I took the concept image and did a mark up with the pieces needed to create the scene. From there I sorted it by priority so that I had a plan that worked good with asset organization.One of the challenges was lighting and making the water translucent yet reflective at a distance. I accomplished this by creating two water planes: one reflective with a translucent plane above. This way the debris in the water can be seen actually submerged up close.
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Development deadline: 3 weeks
Software Used: |
Asset Breakdown
Asset Models
This is a gallery of the assets used to create the scene. In my file system I organize by priority level with consistent naming convention.
- Above Left: The Scull was modeled low poly then sent to Mudbox for the high resolution. I sculpted in the features and the texture for my normal bake.
- Above Right: These are the individual wall, floor, and other assets used to build the catacomb scene. They are modular so they can be used to create other scenes if needed.
- Below Left: These assets are priority 2 with the larger walls and stair system for use in the background. Other Prop Assets like the grates, barrel, and rock/ dirt help set the mood and fill the scene.
- Below Right: Barrel Detail. The barrel is a low poly with textures created with mudbox and photoshop. I really enjoy how it came out and wanted to show what it looked like out of the water.