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Q1 W3

09.22.25 - 09.28.25

Completed

- Began blocking out the layout of interior of pyramid

- Basic R&D for procedural building layout and wire networks

To Do

- Make adjustments to the building and powerline scale/quantity

- Aim to have ending to previz close to, or fully blocked out

- If time permits, select music to further develop the overall tone

Pyramid Interior

This week, I began blocking out the ground level of the interior of the pyramid, starting to develop a procedural approach to the layout as opposed to individually modeling and placing assets. While the exact layout is not finalized, I wanted to visualize how something like a voronoi-cell structure would appear alongside the rest of the pyramid.

 

The method uses voronoi cells based on randomly scattered points, which these points could later be placed in a more grid-like pattern to simplify the overall appearance. With the wireframed image above, I can see the interior becoming visually overcrowding, and therefore too abrasive to the eye. The darkness will surely hide a lot of the details, but it can definitely be tweaked to bring more visual structure.

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Here is the process of how the basic blocking was achieved:

In addition to the buildings, the interior will have a web-like powerline system that spans overtop the buildings. In the future, the scale of these lines will be smaller and therefore will include substantially more powerlines covering smaller increments of distance, but this is what I have thus far.

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