INSPIRED ENVIRONMENT DESIGN
After playing Legend of Zelda: Breath of the Wild, I was inspired to create a piece I thought would fit into the game world.
Breath of the Wild focuses on vibrant, open environments, rich with lore. Technically set in a post-apocalyptic world, it is set with only small towns and crumbling ruins. Most NPCs in the game are travelers or merchants.
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One merchant in particular, Beedle, is a funky character always seen around the world. I wanted to turn him from a traveling salesmen into a storefront with this design, and chose to have him set up shop in an old tower.
I began this project by creating mood boards of the main objects I wanted in my scene, compiling references of items in Breath of the Wild itself, models from other games or artists, and real objects. By doing this, I could mix and match colors, structures, and designs to create something perfectly tailored to my vision.
Then the work began in Cinema4D!
I modeled the main tower first so I could get an idea of the scale the rest of the items would need to be in comparison. After this i made the merchant stall, which involved learning cloth simulation so that the covering over the stall would sit like actual cloth rather than looking stiff and weird. Then the smaller items were modeled, including the barrels, the firepit, the cooking pot, and the trees with their lanterns.
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After all the main objects were textured and colored, I compiled them in one scene and started ironing out the final details. I modeled the bumpy ground and the rock path on it. I downloaded free flower and grass models from Turbosquid and placed those around the scene. I again used cloth simulation to place the rug in front of the stall in a way that it would conform to the curves of the ground.a
FINAL RENDERS
After this came lighting! I lit the fire place and the lanterns, and used a skydome to create the different times of day. I positioned the camera so everything would be visible in screen and adjusted the intensity settings of the lights. I played around with cel-shading settings as well, but this did not achieve the look I wanted, so I changed it back to regular lighting settings. I kept the colors flat and did not use textures in my scene to create a more cartoony, vibrant look.