This weeks assignment was to use maya as a concepting tool to make our environment for our capstone games if possible and these are two of the islands in the game I'm helping to make.
This is part of Poseidon
Cave top view of Zeus.
View youd see as you walk in
View of the island
So i didn't fully understand the assignment besides using it for concepting. went ahead and added some more assets in there and made it more uniform to signify what was what. and not have it set to basically show wire frame but more of a toon look. still feel like I'm falling short, but I personally dislike this method compared to Zbrush, Compared to other in the class. But i also got to remember that mine is wilderness and not like Tamara's thats inside. Where the same amount of assets in one room spread over an island wouldn't look as cluttered or as noticeable when you're trying to take a big shot of the island. Like the view of the island has alot of small stuff in it that you cant even see. like you couldn't even noticeably see the UE4 person without me pointing it out. That way you can see the scale of things.
Here's the ref images I used for better visuals. These are how i see the wold looking like once we get into creating all the assets for the world.
Used for Poseidon
Used for Zeus