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Catacombs

This is an environmental concept piece intended to be used in 3D video game design. The objective was to capture an adventurer delving into the dark depths of catacombs, where countless human and animal remains have been buried, of course taking inspiration from the catacombs of Paris. I wanted to show a strong communication between illustrator and 3D modeler, as the modeler would need all the information about the scene as possible; so I went into extra detail on the figure's, the crucifix's, and the skull's designs. Atmosphere was key here, I believe that taking these concepts into a 3D environment could really sell a feeling of dread that these scenes communicate.

Catacomb atmosphere final illustration.

Catacomb atmosphere final illustration.

This is one of the layouts for the walls in the catacombs. I wanted the posts to feel like they are old and decrepit, just like the robed skeletons throughout the scene.

This is one of the layouts for the walls in the catacombs. I wanted the posts to feel like they are old and decrepit, just like the robed skeletons throughout the scene.

Here are concepts of the many robed skeletons found throughout the catacombs. They can be found in various colors, sporting different variations of wooden crucifixes and runic tattoos.

Here are concepts of the many robed skeletons found throughout the catacombs. They can be found in various colors, sporting different variations of wooden crucifixes and runic tattoos.

Here are details on the walls, including the color palette found throughout the environment. The skulls were made in Substance Designer and Rendered in Maya for use in concept art like this.

Here are details on the walls, including the color palette found throughout the environment. The skulls were made in Substance Designer and Rendered in Maya for use in concept art like this.

Preliminary sketches of the robed skeletons. The shape design here was important to note, as although they are realistic depictions of real bodies, they needed to carry the same sinister atmosphere of the rest of the scene.

Preliminary sketches of the robed skeletons. The shape design here was important to note, as although they are realistic depictions of real bodies, they needed to carry the same sinister atmosphere of the rest of the scene.