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Corvian Settlement Diorama | Game Ready

This is a personal reimagination of one of the Corvian settlements from Dark Souls III. The goal was to capture the decayed, eerie atmosphere of the original while pushing my own interpretation of its architecture and mood.

I created tileable materials in Blender, sculpting the high-poly data directly, then used Substance Designer to generate diffuse and normal maps to complement the bakes.

For set dressing, I built modular props using a traditional high-res pipeline: modeling and sculpting in Blender, baking and texturing in Substance Painter.

The worm material was done using a mix of ragdoll physics and simulation. To handle multiple instances, I wrote a simple Blender add-on that replicated the ragdoll setups so they could all be affected by the sim system properly.

I also used Geometry Nodes in Blender to place ivy and rooftop tiles procedurally, giving me quick iteration and control during layout.