Progress capture from start to finish. Some of the blockout pieces were salvaged from the first attempt at this scene, which was a huge time saver and allowed for a more efficient refactor.
This is 'Don't Look Down', a project that has been put together with the excellent mentorship and guidance of Jeremy Cerisy and Lucien Gillonnier, please check out their portfolio's at:
https://www.artstation.com/jcerisy
https://www.artstation.com/luciengillonnier
Built using Blender, put togther in Unreal Engine, textured using a mixture of Substance Designer, Substance Painter and Photoshop, this piece was inspired by Edinburgh, Dishonoured and a little bit of final fantasy IX.
I wondered what it might be like if a city was somehow built high up or floating. The area shown is one of the many harbours that could house an airship or two. I wanted to give the piece a theme of 'rebuilding', and communicate a place that's stood the test of time, ever providing somewhere for people to kick back after a long day and enjoy a song or two whilst they're at it.
At the same time I wanted to visualise how this might transfer to a classic RPG with a fixed camera (referring back to Final Fantasy IX), and picturing how the player might experience travelling through a city such as this.
It took me a couple of goes to get right, and I learnt a lot from putting it together. Some lessons that stood out the most: If you aren't sure on what the shape of the final scene is going to be, then do more planning. And, less is definitely more, especially when time constraints are in place.
Many thanks to Jeremy and Lucien for their brilliant guidance and TheBaseMesh discord group for their continued support and encouragement.
The project makes use of the TextureHunt collection packs by Spencer Rose (https://www.artstation.com/commonspence) and trim brush damage textures by Amir Kabiri (https://www.artstation.com/amirkabiri), both of which were really useful in speeding up the material creation process.