Deconstruction of a scene or: nope, this is not Bryce ... 10. April 2007 nGFX game development (1) Inspired by a recent thread on fk's game forum here's a brief description how the day scene was actually built:Usually it starts with a *very* simple sketch, whith very littly detail. Most 3d artists I know do extensive and detailed drawings, but for me it works best to directly do it in 3d.more ugly than beautifulOnce I have this I start by modeling parts of it as single object that I later can link into the final scene, this time it's only the tower: Simple outline rendering and the textured version.A detail of the main tower mapping:3584x3584 px ... now tell me that size doesn't matter.Now I start composing the scene, here just the linked tower with the landscape set up. In the foreground I've placed some noised up spheres to be used as rocks. Landscapes in plain grey and with some basic textures applied.Now adding some depth: Added 2 trees for the foreground (846,419 polygons now) and finally with all the trees, grass, bushes and textures applied (now 383,890,620 polygons).Final step: adding real light and shadows and setting up the atmosphere ...Preview rendering, you can see the result in the previous post ... (or click here)After the scene was done, I decided to add two wizards to the final image so I quickly built a low poly one from this sketch (done by Chrsitof) and did two very simple texture maps: Sketch and the wizards placed in the scene.Done!nGFX.