

Roles: Modeller
Production Team Size: 1
Hidden in the many caves that scatter these cliffs, a group of survivors has hidden away form pursuing authorities. Making this cave, once home to a thriving community, into a shelter from prosecution.A scene I modeled to put Cycles X through its passes! Imagined as an old cave tunnel that has been occupied as a safe haven for survivors in a cataclysm.
Rendered with the brand new Blender 3.0 using the Cycles X render engine. Textures are complexly procedural in Blender, and adaptive subdivisions were used to add dynamic and optimized details to the environment.
My process for this environment was to work up from the basics. Like a game level I started with a rough block in of the cave elements, created the vertical supports, boxes, and lights as instances in block-in form.
Once I was happy with the composition, I began refining the details on my instances, trying to get a run down futurism look.
For the cave its self I used microdisplacment (tessellation) in cobination with a procedural shader I designed to create a detail rich surface. Workign like this give crisp, non-pixelated, mathematically generated details. It also uses the geometry to back up those details and make the underlying forms fit the texture.
My final pass was using curves to set up the unique pipes and cables, the goal was to use minimal unique detail to create a sense of organic design and life. With such an empty scene, it’s very easy to make it sterile and dead.
The lighting was simple, a hint of volumetric fog, with a directional light and analytical skybox. Just enough detail to create interest and depth, but nothing to nosiy. The contrast of clear sky and noisy wall gives the eye a comfortable resting point in the composition.

