Monument Valley

Published: October 13, 2023

Last Edited: October 10, 2024


Tools used:

Blender
Procreate
Substance Designer
Substance Painter
ZBrush

This project was mainly inspired by the same landmark in the game Humankind. I saw it and thought it would be an interesting thing to try and recreate in Civilization VI’s art style.

I started by gathering reference material. In this case, I actually went ahead and used Google Earth (which displays a 3D model of the buttes) to do some photogrammetry with Substance Sampler.

Images of Merrick Butte captured from Google Earth
Images of Merrick Butte captured from Google Earth
Models reconstructed from the screencaps
Models reconstructed from the screencaps

I used the scanned models a reference for planning the final layout of the wonder. I scaled the individual buttes up to better fit the three hexagonal tiles I allotted to them. They appear significantly closer to each other than in real life as a result: but making the landmark feel ‘monumental’ was a big priority of mine on this project.

Comparison of the scanned model and the manually refined sculpt with more polished detail
Comparison of the scanned model and the manually refined sculpt with more polished detail

I separated the actual buttes from their bases. I wanted the buttes to be standalone meshes, but the bases would use heightmaps to modify and better blend with the game’s terrain system. The scanned models gave me a helpful base to work off. But I did have to rework them to make it fit with Civilization VI’s more stylized art style. This involved a lot of sculpting to emphasize planes and forms. The scanned mesh didn’t have a lot of mesh detail, so much had to be manually added in.

The models were baked down to low-poly meshes (created using decimation tools in Zbrush and manually refined in Blender) and then textured in Substance Painter.

The bases were baked down as a height map, then run through Substance Designer to generate the albedo and other maps for use in the game.

Blackbrush Albedo Map
Blackbrush Albedo Map

As a final finishing touch, I drew some blackbrush branches in Procreate, (generating the normal and roughness maps from that drawing in Substance Designer) and made a couple of bushes to populate the center of the landmark (it was looking a little empty) and to balance the vibrant red color of the buttes.