Astral Clocktower
3D Environment Modelling based on Bloodborne's Astral Clocktower
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Here are the reference I used, I first drew out the vanishing point so I can adjust the camera in Maya later.
After that, I did some prop studying by drawing them out just to get an idea of their shapes/sillohoutte and how I would visualise them in 3D.
Then I am ready to block the environment out. As soon as I finished the modelling I put colour ID on them.
After texturing is done, I will test out the render and see how good it looks. There was a lot of back and forth between Maya rendering and Substance Painter texturing. As soon as I get a bad render of the textures, I went back to fix them in Substance Painter and re-render them again in Maya.
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