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        <title>northman — polycount</title>
        <link>https://polycount.com/</link>
        <pubDate>Sun, 26 Apr 2026 03:59:42 +0000</pubDate>
        <language>en</language>
            <description>northman — polycount</description>
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        <title>[WIP] The Northman interior Environment - Cult</title>
        <link>https://polycount.com/discussion/238514/wip-the-northman-interior-environment-cult</link>
        <pubDate>Wed, 22 Apr 2026 12:19:29 +0000</pubDate>
        <category>3D Art Showcase &amp; Critiques</category>
        <dc:creator>stefanWilliams_C</dc:creator>
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        <description><![CDATA[Hello again fellow Polycounters!<br /><br />I have started up another Environment project, this time a runestone interior!<br />So I haven't done much hard surface interior environment work before and I saw this concept from Ioan Dumitrescu that was made for The Northman. (<a rel="nofollow" href="https://www.artstation.com/artwork/LeXBKR">https://www.artstation.com/artwork/LeXBKR</a>) The scene is set under a longhouse where the local ruler worships an underground Odinic cult. The mood is dark, mysterious and brutal, which I think that captures our popular concept of the viking age very well. <br />My goal with this one is to base the environment off the main concept then make tweaks where I see fit, for example in terms of set dressing and storytelling in the scene as I think that is more up to interpretation in the concept. <br /><img alt="The Northman - Movie" src="https://cdnb.artstation.com/p/assets/images/images/052/532/889/large/ioan-dumitrescu-harf-temple-interior-copy10-copy.jpg?1660051002" srcset="https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=300, width=300/https://cdnb.artstation.com/p/assets/images/images/052/532/889/large/ioan-dumitrescu-harf-temple-interior-copy10-copy.jpg?1660051002 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/https://cdnb.artstation.com/p/assets/images/images/052/532/889/large/ioan-dumitrescu-harf-temple-interior-copy10-copy.jpg?1660051002 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/https://cdnb.artstation.com/p/assets/images/images/052/532/889/large/ioan-dumitrescu-harf-temple-interior-copy10-copy.jpg?1660051002 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/https://cdnb.artstation.com/p/assets/images/images/052/532/889/large/ioan-dumitrescu-harf-temple-interior-copy10-copy.jpg?1660051002 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/https://cdnb.artstation.com/p/assets/images/images/052/532/889/large/ioan-dumitrescu-harf-temple-interior-copy10-copy.jpg?1660051002 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/https://cdnb.artstation.com/p/assets/images/images/052/532/889/large/ioan-dumitrescu-harf-temple-interior-copy10-copy.jpg?1660051002 2000w, https://cdnb.artstation.com/p/assets/images/images/052/532/889/large/ioan-dumitrescu-harf-temple-interior-copy10-copy.jpg?1660051002" sizes="100vw" /><br />I have set up a reference board with style, material and detail references that I think will be useful. This is a living board that I'll keep up to date throughout the project of course <img src="https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png" title=":)" alt=":)" height="18" /> <br /><img alt="" src="https://us.v-cdn.net/5021068/uploads/editor/1k/6ot2zd9eyn6y.png" title="Image: https://us.v-cdn.net/5021068/uploads/editor/1k/6ot2zd9eyn6y.png" srcset="https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=300, width=300/5021068/uploads/editor/1k/6ot2zd9eyn6y.png 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/5021068/uploads/editor/1k/6ot2zd9eyn6y.png 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/5021068/uploads/editor/1k/6ot2zd9eyn6y.png 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/5021068/uploads/editor/1k/6ot2zd9eyn6y.png 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/5021068/uploads/editor/1k/6ot2zd9eyn6y.png 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/5021068/uploads/editor/1k/6ot2zd9eyn6y.png 2000w, https://us.v-cdn.net/5021068/uploads/editor/1k/6ot2zd9eyn6y.png" sizes="100vw" /><br />For stylization, I am mainly following God of War Ragnarök and AC Valhalla. Valhalla more for the realistic proportions and level of set dressing then God of War for the very mythological-feeling lighting setup and materials/clear shape language. <br /><img alt="" src="https://us.v-cdn.net/5021068/uploads/editor/9c/yc92fqa5vpja.png" title="Image: https://us.v-cdn.net/5021068/uploads/editor/9c/yc92fqa5vpja.png" srcset="https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=300, width=300/5021068/uploads/editor/9c/yc92fqa5vpja.png 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/5021068/uploads/editor/9c/yc92fqa5vpja.png 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/5021068/uploads/editor/9c/yc92fqa5vpja.png 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/5021068/uploads/editor/9c/yc92fqa5vpja.png 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/5021068/uploads/editor/9c/yc92fqa5vpja.png 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/5021068/uploads/editor/9c/yc92fqa5vpja.png 2000w, https://us.v-cdn.net/5021068/uploads/editor/9c/yc92fqa5vpja.png" sizes="100vw" /><br /><img alt="" src="https://us.v-cdn.net/5021068/uploads/editor/yr/p9yutpsyfrv3.png" title="Image: https://us.v-cdn.net/5021068/uploads/editor/yr/p9yutpsyfrv3.png" srcset="https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=300, width=300/5021068/uploads/editor/yr/p9yutpsyfrv3.png 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/5021068/uploads/editor/yr/p9yutpsyfrv3.png 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/5021068/uploads/editor/yr/p9yutpsyfrv3.png 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/5021068/uploads/editor/yr/p9yutpsyfrv3.png 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/5021068/uploads/editor/yr/p9yutpsyfrv3.png 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/5021068/uploads/editor/yr/p9yutpsyfrv3.png 2000w, https://us.v-cdn.net/5021068/uploads/editor/yr/p9yutpsyfrv3.png" sizes="100vw" /><br />The runestone is the biggest challenge for me as I am mixing a tileable organic rock workflow with the painted iconography workflow. It will be an interesting challenge! For now my idea is to have the rock tileables as seperate in a tileable UV sheet on the runestone mesh, perhaps with some masking for edge wear and AO/color variation. Then for the iconography I have decided to have a straightforward RGB mask, splitting each element of the paintings into R G and B. This way I can control color for each element and tweak things like wear and damage. <br />This will be my priority as I start this project!<br /><img src="https://us.v-cdn.net/5021068/uploads/editor/kb/v8l171mdpbyr.png" alt="" title="Image: https://us.v-cdn.net/5021068/uploads/editor/kb/v8l171mdpbyr.png" srcset="https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=300, width=300/5021068/uploads/editor/kb/v8l171mdpbyr.png 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/5021068/uploads/editor/kb/v8l171mdpbyr.png 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/5021068/uploads/editor/kb/v8l171mdpbyr.png 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/5021068/uploads/editor/kb/v8l171mdpbyr.png 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/5021068/uploads/editor/kb/v8l171mdpbyr.png 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/5021068/uploads/editor/kb/v8l171mdpbyr.png 2000w, https://us.v-cdn.net/5021068/uploads/editor/kb/v8l171mdpbyr.png" sizes="100vw" /><br />Here is the composition I have in my Unreal scene right now. Put some characters in for blockout reasons and will decide if they stay in the final shot later, but I like having the scale reference whilst I work and I can follow the reference easier this way. <br /><br />Excited and motivated for this project now as it's something new and challenging for me! <br />Feedback and thoughts are super appreciated <img src="https://polycount.com/plugins/emojiextender/emoji/twitter/grin.png" title=":D" alt=":D" height="18" /> ]]>
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