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Underground Alter

Project Type

Storytelling

Date

Oct-Dec 2025

Project Post-Mortem: Texture and lighting storytelling
Role: 3D Environment Artist Timeline: October – December 2025 (8 Weeks) Tools: Blender
1. The Objective
The goal that I set for myself for this project was to transition from a conceptual greybox to a high-fidelity environment using a professional Blender pipeline. I focused on three pillars: Scale, Atmospheric Lighting, and Narrative Texturing.
2. The Workflow
I followed a linear production pipeline to ensure technical stability:
Greyboxing: Blocking out major shapes to ensure player-scale and compositional flow.
Asset Refinement: Iterating on low-poly shapes to create hero assets.
Lighting Passes: Moving from "flat" lighting to a three-point setup, then adding volumetric fog to create depth.
Storytelling: Adding "micro-details" in textures to suggest a lived-in history.
3. The Challenges & Solutions
The Challenge: Scaling Issues. Early in the block-out, the environment felt "miniature" rather than "monumental."
The Solution: I introduced a "human scale" reference model (the fox lol) and adjusted the camera’s angling. By lowering the camera angle and adding repeating architectural elements, I achieved a sense of grandeur.
The Challenge: Lighting Flatness. The initial renders looked washed out and lacked a focal point.
The Solution: I utilized a spot light to draw the eye toward the center of the frame and used a cool color palette to create natural contrast between the orange glow of the candles, and to have that feeling of a damp and cool atmosphere underground.
4. Key Takeaways (What I Learned)
The Power of Iteration: This project taught me that the first render is never the final. Constantly seeking feedback (Josh https://www.artstation.com/joshjamesart  and Charlotte https://www.artstation.com/littlecharchar ) allowed me to catch perspective errors I was blind to.
Optimization: I learned how to manage scene density in Blender to keep render times manageable without sacrificing visual fidelity.
5. Future Development
While this project focused on visuals, my next iteration will involve:
**Modular Building: creating assets that are modular and stack together to create scenes in any engine
**Further Texture creation: creating more compelling materials and textures on assets

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