Hey everyone! :) Starting a new environment project and aiming to raise the bar with a structured and methodical workflow. I’m putting extra focus on planning, modularity, and building a strong sense of vertical space and composition. This scene will be a large sci-fi courtyard / atrium inspired by elements of Halo…
Hi everyone. :) This is the final post for this project. What started as an early blockout evolved through several iterations into a fully realized sci-fi atrium environment inspired by the Presidium from Mass Effect. Throughout the project I focused heavily on making deliberate design decisions rather than locking things…
End-of-year update :) Small update to wrap up the year. Over the past weeks I’ve been pushing this scene out of early blockout and into a final graybox / art blockout stage. The overall layout and vertical flow are now largely locked, and I’ve started replacing primitives with my own modular meshes from Blender to properly…
@Eric Chadwick Thank you for the feedback, I really appreciate it. :) I agree that the lighting still needs adjustment to better match the reference, and doing a proper side-by-side comparison is a great suggestion. I’ve been refining the lighting continuously, but that’s definitely something I can be more systematic about…
Hey everyone. =) Final WIP update before final renders, closing in on the finish line! The scene is now in its polish phase. I’ve refined the layout, filled out the spaces with props, tightened up materials, and brought the lighting close to its final pass. I’ve also been texturing several key assets in Substance Painter.…
Lighting & Materials Progress Update Hello again, quick update after a productive stretch. :) Recently I’ve been focusing on setting up a first lighting pass across the scene, aiming to establish the overall mood, scale, and readability before pushing anything too dramatic. Most of the primary lights are now in place,…
Love how clearly you’ve framed the goals upfront - you’re already thinking in terms of pipeline and not just “pretty shot”, which is perfect for a big atrium like this. From a level / environment artist who spends a lot of time on modular kits: at this stage I’d pick 2-3 “test shots” from player height (ground + one higher…
This is coming along nicely. But I think your lighting needs adjustment to get closer to your reference. It helps to place your renders side-by-side with your reference, so you can directly compare them. Also, are you thinking about adding more foliage?
Update time! :) Thanks again for the feedback earlier, especially the note about establishing clear player-height shots and locking in a few main compositions before pushing the vertical layering further. That helped, so here are those POV angles as requested. I have continued refining the blockout, focusing on: *…