Ruined Oracle Diorama
Inspiration and reference

Inspiration and reference

Sketches and blockout

Sketches and blockout

Progression

Progression

My aim in modelling the main structure was to be as efficient with my tricount and UV space as possible. These elements total 3654 tris and share one trim texture sheet.

My aim in modelling the main structure was to be as efficient with my tricount and UV space as possible. These elements total 3654 tris and share one trim texture sheet.

Some elements were sculpted such as the rocks and stairs. I used the backed curvature maps to create a simple stylised texture.

Some elements were sculpted such as the rocks and stairs. I used the backed curvature maps to create a simple stylised texture.

For the foliage I created a simple texture atlas. I used Kenney's Foliage Sprites as a base.

For the foliage I created a simple texture atlas. I used Kenney's Foliage Sprites as a base.

Some additional textures for a faded path, moss, and vines. I used decals and vertex painting to add them in.

Some additional textures for a faded path, moss, and vines. I used decals and vertex painting to add them in.

The objective of this project was to create a small VR game environment using a stylised PBR workflow in less than two weeks. I focused on a strong silhouette and colour scheme. I also aimed to be as efficient as possible with my topology and texture maps.

I decided to design an Ancient Greek temple (based on the Tholos of Delphi) that had become ruined and overgrown. I wanted to achieve a sense of mystery and faded grandeur as well as an appealing composition that draws the player/viewer up the stairs and towards the centre of the diorama.

I found anyatheartist's tutorials super useful for this project, and drew a lot of inspiration from her work. https://www.youtube.com/user/StrategicKage