The pillars of the gates of Nargothrond are another asset I've delved deep into technical details when creating it.
The artistic part of its development was highly influenced by the engineering and historical aspects of this piece of architecture. Its design language mixes Elven and Dwarven cultures based on Tolkien's lore. The city itself was built by both cultures at different times and simultaneously. Originally, the cave system belonged to the dwarves, who made the architectural base of it - sturdy, imposing, and bulky. But as the dwarves left and the Noldor arrived, they started to excavate and add a coat of elvish aesthetics to it - fluid, curvy, and slick elements then were mixed with the rough forms.
Having that information in mind, I started quickly modeling the two pillars and keystone blockouts in Maya, tossed them in Zbrush, and finished the tech details using Zmodeler. Since they are of gargantuan proportions, one of the challenges was to have a consistent texel density. The solution I found was to venture into playing with a mix of old and new techniques. I used the good old UV stacking and mirroring to preserve memory (it was created pre-nanite release), and UDIMs to paint each element. I also set it to work with 512 pixels per meter as my texel density rule. This way, it was a good balance to prevent the framerate of the engine from overloading and still keep high-resolution textures in real-time, since I was using an older video card (Rtx 1080).
Finally, I created some unique props to give identity to the pillars, having the precious metal frames and Finrod's house crest on the keystone. I used the other materials I had developed for the scene and followed the turquoise theme I established for the environment earlier to vertex-paint slight variations in Unreal later.
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