Hey everyone, I'm about a month into my next Environment, and figured I'd start a thread to keep track of my progress.
Its going to be an explorer's temporary basecamp in an ancient chamber filled with artifacts, overlooking a mountainous terrain. The cultural influences are the civilizations of ancient Mesopotamia, like the Babylonian, Sumerian, and Akkadian empires.
The Geographic inspiration for the mountains, rocks, and ground are the Zagros mountains, which separate Mesopotamia from the Iranian Plateau. Note: I'm actually more interested in the rocks and ground that these people are standing on than the people themselves.
These are just a couple of com positional references I want to keep in the back of my mind as I put the scene together and figure out colors.
Current blockout
One of the biggest parts of this piece will be the Cuneiform writing system. Why explain it when wikipedia exists?
"Cuneiform or Sumerian cuneiform,[a] one of the earliest systems of writing, was invented by the Sumerians.[4] It is distinguished by its wedge-shaped marks on clay tablets, made by means of a blunt reed for a stylus.The name cuneiform itself simply means "wedge shaped"
I decided I wanted the Cuneiform to be made completely in substance designer, to maximize its versatility and modularity. I also decided two base materials to start with- A "clay" version, for the classic cuneiform clay tablet that most people think of when they imagine cuneiform, and a "stone" version for etchings on walls and statues made of stone or even metal.
Clay Cuneiform Material Alpha
Stone Cuneiform Material Alpha
To make these material I started by just making each individual character with simple transformations and shapes
Eventually I ended up with a couple of base characters which can be used in different words
Here's the process of taking a couple of characters and making a word
After arranging different letters into different words, which is what the five separated sections below are, they're all fed into a tile generator, given offsets, random symmetry and variations, and a convincing wall of text can be made by only a couple of words
For the Clay Cuneiform material, I didn't impose a heightmap of words over a clay background, because I really needed to give the feeling that each word was carved deep into the clay. Every word fed into the Tile generator for that material actually already has its own backround which it is slope blurred into, making a better gradient and making the words seem like they're more deeply carved below the surface.
Replies
Majority of assets aside from the table are still blocked out or not even in.