More Landscape!!!
Considering I extended the landscape further across, i wanted to also scale it width ways as well, considering if I needed to take a high level shot in the sky, there could be the chance of more gray-space, killing the sense of immersion in my environment. So what I did was copy the two landscapes as it, then sculpt and proportionally edit them to look different. Originally I had tried generating new onces and combining them, but I was struggling with the scales as I couldn’t remember them and it caused a lot of chaos with my verticies and objects.

If you look close enough as well, you may also notice some buildings emerging from the sides of the canyon, as well as some pillars pertruding out from the tunnels, lets take a closer look at these!
Building Improvements & Details!


As you can see, they are quite big structures that create more general connection to the central hub building, but don’t actually look as big in the terrain. Im quite happy that this is the case due to the ideology that it really can give the essence of abandonment to the scene that im picturing to have for my final renders. Now a difficult feature of the process is I don’t necessarily get to look much into making stuff look abandonded until I reach texturing stages and engine stage.
Within the next week or so, blender’s 4.0 update will release, and i’m hoping to make use of features such as geometry tools (creating custom tools out of geometry node trees) to help with modelling, and maybe even adding detail to my structures.
Week 6 was quite tame in comparison to other weeks, but its ok that its like that every now and then, I look foward to showing you more updates in Week 7!