Dungeon Crawler Environment Art - Week 4: Archway, walls and Pillars
Updated: May 9, 2025
This week I could feel a building pressure to complete more modelling and build out my base of assets. Working on my modelling and creating more assets - archway smaller pilar, finalising a simple wall.
Building my archway
I had taken some elven inspiration for building my archway and wanted it to be an elven/gothic mix.
Building my large pillar
I had spent quite a while creating a large pillar and with many variations and realised through some feedback that I had over detailed the pillar making the mesh too dense and needed to actually select an older less detailed/high poly version to move forward with.
Building my small pillar
Small vs large pillar
I've created a simple pillar shape and experimented with the theme of spikey bases similar to that of the large pillar but decided not to go with it and keep a simple small pillar that doesn't detract any attention.
Bringing objects into zbrush
When I had built my pillars and archways I was looking to go through the process of taking them into zbrush and detailing and then adding textures to them in the same way that you'd do for a hero asset in substance painter. But after discovering trimsheets this was not the process I wanted to go through for each of my assets and instead chose to not use the work i'd done to take my assets into zbrush. I had a lot of confusion at this stage of the process and was discovering how i would get these assets textured and ended up wasting a fair bit of time with bringing objects into zbrush and not using the high poly then generated as I used trim instead.
Ideation of the spider shapes ect and level design plan below


Below, a version of my archway I took into zbrush to add texture but later scrapped and used trimsheets instead to add the detail.




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