Once I had my research and design ideas solidified, I began to start the basic modelling of the room shape. I wanted to create a variety of wall shapes to begin with so the room wasn’t just a box shape. I drew from the inspiration I had researched and decided tp create an arch shape for one of the walls.

I then created a basic circle shaped window which would be the source for ambient lighting further down the process.

I then created simple details that would be worked on in the future, such as a mushroom roof above the arched wall, beams, a display frame for a future sword and tables for my models to lay upon. So far this was all simple geometry placed for the stylised cartoon look I am going for.

I then started working on my first model: the amulet. So far, a new skill I learnt during this project had been the process of creating a mesh through hand drawing a shape and using the ‘sweep mesh’ tool to make this a polygon. I thought this would be a great way to create the thread for the amulet instead of using sculpting, and I could envision the polygon through a drawiing rather than editing a former cylinder polygon.

I then made the amulet shape consisting of a gem on the front, the main charm that opens and an orb that is revealed inside, I then later added details such as hinges and a hook connecting the charm to the thread.


Next was the adding details to the amulet, again, I used the sweep mesh tool after drawing a spiral design to create the protuded details, and copy and pased this design round the amulet. I optimised the topology so these used the least amount of faces so this wouldn’t impact render rate due to the detailing. I then added simple diamonds from a plate polygon. I textured the main gem using a surface shader, rubber for the thread and diamon for the diamonds. These textures were simple for now as I am focusing more on stylised work rather than photo ealism.


I then used a brushed metal for the main amulet.

Next I decided to work on the texturing of the tables. I made some indents in the table to appear unperfect and cracked. I then sorted out the UVs and imported this model to 3D Substance Painter. On this software they have a stylised wood that looks perfect for the stylised indie game look. I then connected all the textures to my model and the result was this:

I then repeated this process for the walls using a stylised stone texture in Substance Painter, and hand drew on some moss coming from the top of the walls. I then added a light with a glowing surface shader to experiment how this would look in the environment. Using the sweep mesh tool I also made some beam details of a rope and some feathers hand drawn hanging from the ceilings which I would develop later.

Next, I went back to my amulet and added a glowing orb playing around with glow effects with a surface shader, this turned out to have just the look I wanted with reflection on the metal, I made an animation using key frames with the picot on the hinges of the amulet so I would see how this would look opening.

I then looked at texturing my floor, using a different style of stylised wood on Substance Painter. I thought the contrast of the wood and stone for the walls made a good seperation and divide in the scene.

I then started on my next set of models which was the potion bottles. I decided to make 4 potions; blue, red, purple and green. The process of modelling these was simple, however the challenge was actually making them stylised rather than realistic, a challenge I have been noticing to my suprise so far in this project. I used basic pre set texturing apart from when it came to the cork, which I moved to substance painter and gave a basic cork design. For the liquid I made a milk texture and changed the colouring, and also IOR and translucensy, and used glass for the bottle.



I then worked on making labels for the potions. I used sweep mesh to make the shaoe of the rope, and a plane for the label itself. Texturing the label in Substance painter gave me creative control of things like creating a burn effect on the paper, adding fingerprints, grains to the paper, and designing which text and logos to use.

I then added all these elements together onto the potions.




Next I worked on creating my bow and arrow model. I wanted this design to be very stylised like weapons we see on Zelda etc. So I went for a very cartoony style again for consistancy. I used sweep mesh to make the feathers on the end of the arrow, and to make the bow itself, then used simple polygons for the arrow, arrowhead and diamond details. I then textured my bow with a cartoon wood design. This model will be developed further down the line in the project.

Next I wanted to add some details to the window. I added a sweep mesh hand drawn spiral to the centre and diamond shapes around it to create a whismical fantasy design. I then added a surface shader to make the window transparent and glowing a bright blue to add ambience throughout the room. This was developed from inspiration of my room design research.

Next I wanted to start adding more details to the room. I decided the door to the right will be where the guiding character may come out of, so needed to be detailed and payed attention to. I added details to the door handle and arch above the door so it would have more layers to it, by adding a door knob and indents throughout. I then textured it on Substance Painter, where I again experimented with a runic symbol on the centre and a stylised wood design.

I then added details such as paint, details around the edges, leaves on the arch, and a metal frame for the door knob and arch.

Next I went back to wokring on my models and decided to start on the ritual book. I modelled a basic shape of a book and a simplistic bookmark hanging out. After sorting out the topology and various issues with the UVs which came through using the extrustion tool on parts of the book, I was ready to texture. In Substance Painter I really focused on creating wear and tear to the book, to give it an ancient effect. I added various hand paints of splatters, imperfections, and added symbolds and text.


I then added details like the bookmark design, making it a green colour with more runic symbols and a fabric vumped texture.

I then chose to fill up the empty ground with some rugs in the room. I was playing the game World of Warcraft when I noticed a rug desgn similar to what I would like to input into my room.

From this, I researched a design for a rug I could use in my room. I found a design that was for a ‘Mage Quaters’ with a whimsical design perfect for my room. I decided to create planes of variosu shapes, ovals and rectangles, I gave them some depth and in0putted this design onto the texture UV map and lined up the UVs. This fit perfectly into my room.

I am very happy with the developement of my FMP so far and feel like I have made huge progress throughout the summer. Whilst the project is far from being done, this was a personal sucess of development for myself.