Yo!
Thiago Klafke here, sharing updates on my next personal project, "Costa Del Sol"!
This environment is inspired by the Costa Del Sol region in Spain. I fell in love with the architecture of this place right away. I love how bold and straightforward the shapes are and how the color pops come from plants, props, and organic elements.
My main goals with this environment are to finally deep dive into Substance Designer, create a fun VR space to explore, and document my entire journey to turn into a tutorial that will stand the test of time!
I'm not recreating any area specifically but creating my version taking inspiration from these places:
Here's a top-down sketch with the main points of interest. The player starts down in a tunnel, walks up to the street, and has the coast to one side and the town surrounded by rocks on the other. I want to have a strong sense of directionality and leave some "hooks" to expand the environment later to make the VR version more fun to explore.
The first Dev Log video on my Youtube channel explains more about this part if you are interested:
https://www.youtube.com/watch?v=_-p7qNjuIkg
I then created a kit with primitives and simple shapes that I'm using to quickly blockout the level in Unreal 4. My main goal for this phase is to get a rough idea in place. I will then replace all this geometry with "real" geometry and iterate on the whole map in stages. Think of it as a progressive JPG loading, where each pass enhances the entire picture at once.
View from the rocks
The backdrop will be much more populated later on, but I want to make sure I get the idea across.
An archway
The church.
A view from one of the apartments towards the Church plaza, showing the coast in the distance.
The main street where lots of commerce will be.
Another shot from the main street.
The town carved into the rocks.
A view of the backdrop.
I also recorded a new Youtube Dev Log, where you can see the blockout in action:
https://www.youtube.com/watch?v=OPdIS_ilERY
If you want to stay in touch, you can subscribe to my mailing list!
Thanks for reading!
Thiago
Replies
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I feel it might be more pleasing than if it was perpendicular to the camera, /w the current lighting, its facade isnt providing enough contrast of shadow anyways
Cool idea man, looking forward to seeing more!
O, unless its a playable interior for the church, then i'd ignore me completely!
Here's a new dev log, with some behind the scenes and thoughts about the map:
https://www.youtube.com/watch?v=0CWQMIekUwk&ab_channel=TKEnvironments
Cheers!
There's a lot more I can do to this texture to make it look much better, but I wanted to keep it simple and not overwhelm the user with too many different concepts. Anyone can do this really
(Though I already have bought your "Office Environment" Tutorial and it's still waiting for me to even start watching it... )
I'm super-intrigued in how the texturing style develops. Landing somewhere between Dishonored and Overwatch sounds great
Quick update for today, polished up the Plaster texture, and made a blend material with a dirty/damaged version. I think the texturing style is starting to become clear for me now
This is all some amazing stuff! Will this eventually be a full-scale purchase-able tutorial? I'd love to try it out!