The plan is to make the Hall of Valhalla in a cyberpunk 2077 style setting. Bringing Norse mythology and Cyberpunk together. I will take inspiration from the clubs in cyberpunk 2077 such as AfterLife and Lizzie’s Bar. I will also take inspiration from the depection of norse mytholody in God of War series.
Last Week’s Progress. I started Blocking out a lot of the scale. and assets in the environment.
at this stage I only care about silhouettes.
I’ve set up a few cameras and started implementing larger and medium size assets into the scene. I like to build up my environment as a whole taking it up slowly in fidelity rather than working on one asset at a time. I prefer having a really good blockout in which I can read the scene and imagine the textures. You can see Ive done a very simple Light pass aswell just to bring those “sci fi / Cyberpunk “ theme to the scene. This is in no way the final lighting. It is just to build a bit more of an atmosphere.
This was what I ended up with at the end of the week 2 sprint. The amount of work Ive done was not as what I expected and I was a little disappointed. However,I think this may be due to procrastination at the start of the project. Because im not working off a particular concept and rather an amalgamation of ideas. Its a bit of a come up with it while progressing. I’ve implemented Hybrid blocking in which I am using a rough estimated albedo and roughness value on the blockouts. This in the long run will help jump start how I want my textures to read going forward. I will be working in a large, medium, small format. focusing on what I want my focal point to be in the scene, then working away from it.
Ive decided to heavly focus more on the Norse asthetic and then adding small bits of sci fi elements. Such as vents, neon lights, metal grates ect.
Week 3 sprint allowed me to change the centre focus to a more nordic style open hearth and start populating the scene with props. Im focusing on the “Viking” parts of the scene first and then implementing the sci fi elements.
In week 4 I have already started with creating tiling textures using zbrush and substance desginer
plus new camera angles
below
This is so good!
Quick update: In order to get more detail in my props without having to bake all of them, as that would use up my texture limit really quick, I’ve implemented a “Baked - Bevel - Trim” workflow. This workflow is directly inspired by the work of Matthew Trevelyan Johns and his team from the Last of Us Part 1.
Ive created a 512 * 512 trimsheet of bevels in substance painter which I can implement on a prop using an additional uv channel. This can be combined with the normals of the tiling texture in a basic unreal engine shader as shown below.
Bevel bake in substance painter:
Result after implementing. Right side is tiling texture only. left is the “Baked -Bevel-Trim” workflow.
again in scene. Before:
after implimenting new workflow:
Ive gone ahead implemented the workflow on other furniture props aswell.
This week so far I have found myself struggling to create assets which add story telling elements to the scene. Ive decided to take a step back and dig deeper into my research and pull some ideas. Below you can see the draw over concept I have created which should now give much better direction for my scene. I’ve thought more about how the space is going to be used and what kind of “touch” the characters in this world leave behind.
Ohh love the bevel sheet route!! And a great usecase for this env too, awesome idea! ![]()
Are you planning on adding decals or extra detail mask maps? Maybe that could be something useful here to help with adding more story telling elements?
~ some big battle axe dents on the wooden surfaces from drunken-brawls, or some ale/food spills?
I really like the pelt and ceiling cables you added in your latest concept too, the organic shapes compliment the scene nicely! Really cool ambience you’ve set in this space already, cant wait to see more, keep it coming!
Reminder that there are only 5 days left of the challenge
Remember to post your final results here before the deadline is up: Myths Reimagined - Real-Time Game Environment: Final Submissions
Hey, Is it okay to continue to post on here (the work in progress breakdown) after submission? I just wanted a showcase the things I did in the final week. Things which weren’t part of what the final submission requirement?



















