
'CATACOMBS'

'CATACOMBS'
PROJECT 03 / BREAKDOWN

I was playing a bit of Batman: Arkham Knight and was really stunned by the game. Inspired to do a homage to the tittle I decided to make a piece centered around the concept art "Batman: Darkest Night - Path to Ivy" by David Paget. I loved how somber and dark the concept was and after doing a more epic/hopeful piece with the 'Crystal Temple' I wanted to try my shot at something completely different.

I had a lot of fun with piece. I took a different approach when it came to preparing for this project. I initially wanted to bring more story telling into my pieces and for this one I kind of had a story in mind I wanted the environment to portray.
For the piece I was thinking of an underground lab where Poison Ivy was experimenting with hazardous chemicals that ultimately gave her powers. Batman arrives at the epicenter of this catastrophe to piece together who this new villainess is.
For the mood I thought of referencing Beksiński but then remembered the game Scorn which took heavy inspiration from the painter. I ultimately used that game as well as The Last of Us for inspiration and art direction.



PROJECT 03 / ZOO
All the assets where done by me with the exception of the Batman model which was downloaded from Sketchfab. I sculpted the cape in Zbrush and retextured the model in Substance.
PROJECT 03 / MATERIALS




These are the best materials I made for the project and they were done using Designer and rendered in Marmoset.
For this project I really wanted to get better results with the material layer system I have been using, so I focused on making materials with variations to blend.
I was not sure how to make a good bark texture for the vines in Designer so I ended up sculpting a repeating height map on Zbrush and then texturing it in Designer.

PROJECT 03 / SKELETONS
For the skeletons I used a 3D Scan Store skull which I sculpted variations from, baked and then textured in Designer.
The arms and legs I used the Zbrush skeleton and followed a similar pipeline to the skulls.
I then moved the low polygons into Maya and posed them.

PROJECT 03 / STAIRS
I wanted to highlight the stairs because I tried using a different approach to it by stacking the stairs UVs and offsetting them in way to get minimal texture repetition. I then took it to Designer, made some masks for the UVs and textured all of it in the program.

PROJECT 03 / VINES
For the vines I exported the block out I made in Unreal with the geometry that I knew the vines would need to wrap around and sectioned parts of it to have the vines attach to.
I sectioned it off for have better Speed Tree response and art direction versatility. I made a procedural graph to make the vines and hand edited the ones that were not looking correct.
