HEAVENLY AZURE
This is a real-time environment project centered on mood-driven world building, lighting, and scene composition. The project emphasizes clean environment assembly, material consistency, and lighting setups designed to support clarity and atmosphere in a real-time pipeline.
The environment was developed as a full pipeline project, including concept design and in-house modeling of the majority of assets, followed by lighting and real-time scene integration.
Design Idea:
When deciding on the style at the initial stage, I did a lot of research on the rococo, baroque and gothic style architectures, and finally decided to go with the gothic style because I wanted to create a dark fantasy feeling and add a bit touch of magic.
High resolution screenshots
Basic Workflow:
In this project, I modeled the hero asset and the modular asset kit. I created props (chandelier, window frame, pillar, etc.) in Maya and sculpted them in Zbrush. Subsequently, I textured all the props in Substance Painter using PBR workflow. Additionally, I developed tiling textures for the ceiling and the walls using Substance Designer. Moving to Unreal Engine, I composited the modular assets and props, adjusted lighting, and designed camera shots. Other props like chairs and goblets are from Quixel Bridge and Polyhaven.
Hero Asset - The Angel Statue
Modular Architecture Set
Prop Creation
Stained glass material and technical breakdown
Ceiling material and technical breakdown
Brick wall material and technical breakdown
Iteration Process