Personal Project – Textured Cave Market Scene

As usual I ended up not having enough time to create what I had originally envisioned… I didn’t realise how heavy work with my Humain project would be and I ended up spending quite a lot of time on it but none the less I have taken what I have learnt and wrote about it in the last few posts where I went on about doing a palace interior and decided to chop it down and just do a little outdoor cave-market type scene. With the palace idea, I tried bringing it into a matte painting context instead and worked for a bit with Beata on it, but it didn’t get too far so I tried to finish off something in relation to what we had worked on. (shown in another post)

I went for a scene where I could bring in some of the simple assets I had modelled for the palace, this ended up being a tiny little market which was set up beside a large cave. I was hoping to have some sparkling jewels sticking out from the cave and also a dug up robot coming from it’s rocks. The scene looks cool in my mind but whether or not I will get the textures looking correct when rendered is another story. Below are some really quick sketches, getting some ideas down on paper.


I was inspired and continue to be inspired by my favourite ps1 game, Wildarms. In ways what I am creating is going off the nostalgia I get from it’s soundtrack. There are also some robots that had been buried deep in the ground which was a part of the story. So I took some inspiration from this and tried keeping everything looking quite rustic and simple.

I kept this scene low poly in order to speed up the process/UV mapping etc. I modelled out a cave in zbrush and then used the decimate tool to bring the poly count down. I am pleased with the overall shape.


I then took the cave into substance painter to give my first go at using the programme. I have to say, it’s just amazing, I’m in love haha. I did watch a short tutorial that went through how the layers, masks and smart materials worked and then went ahead and quickly textured the cave.

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I modelled a very basic crystal rock type shape to insert into the rocks and textured it by following a tutorial. I love how it turned out but I am worried about getting it to render similar to how it is looking in substance.

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I modelled a very basic robot to fit into the side of the cave. Below is a wireframe shot of him.


Below is the substance painter version, I feel I maybe went a bit over-board with the textures but I’m hoping the lighting I will use in the scene will fix this problem as I don’t have much time to fix the textures and I need to move on to  texturing other assets.

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I thought I would model some ground in case I wanted to do a 360 turnabout of the cave area. I have painted it quite simply in substance painter and tried adding a few simple textures, but not sure if it works that well. I am hoping if I set up good lighting that it’s flaws will not show up as much.

I have continued to texture some simple objects to help fill out the bottom area around the cave. I have also added in a stormy sky in unity to give it some mood. I plan to have this scene lit as if twilight or a little earlier.

Here is my next progress shot.

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I’ve added some unity foliage to fill out the scene a little…

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I had this tutorial on hand for learning how to light in Unity but I ran out of time in the end to properly light my scene correctly.

Overall I am happy enough with the look of the finished model and how it is is assembled although I haven’t got the lighting spot on at the moment, I am definitely going to have to go back and get some proper lighting in there. The lights are all too over-exposed and not as natural as I had hoped but I just need a little more time to make it work.

I modelled everything in the scene bar the foliage which was taken from the unity environment package. I took a little video of me turning around the model. I hope to render out the scene and take the passes into after effects for some fixes and maybe some VFX effects to make it look more magical.


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