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pm3u19

New 3D environment:

When taking all of these research into account for making my new 3D scene I found that the recreation of the specific arcuvteture of favelas is incredibly hard. You have to rewire your brain to sort of. stop being ascetically pleasing or more specifically OCD and make things not line up they do overlap and have inconsistencies.

The general outcome does seem a lot more successful for a game environment than the last one as you can sort of see a progressive line that a player would take to get to the hilt point or at least across the roof tops. This was the core part of my game the essential experience so the fact this redesign of favela styled buildings is definitely better for my game overall.


Features:

This scene has satellite dishes as well as antenna to add more variety the game world and assets you see. Also the scene has power lines running through the complex, further immersing you in the concept of technology from the ground up to the rooftops.



One point of the favela has a five floor tall building this building has a large quantity of the satellites and technology onto of it as in my research thee were the wealthiest. secondly it adds a gamification to the idea of getting to the top as it has the most points of interest.



The buildings overall have staggered hight none of them stop a the same hight or are the same shape or size this make for an authentic theme across the scene and gives you a true feeling of favela architecture.



bellow are a few extra renders of the scene showing off certain points of the area









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