
Lera Solo
SoloLera
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WIP - Skywoods. Or weightless conctere. 2025年7月13日13:12
Jobs submitted!
It was an intensive journey and unforgettable experience
Leaving the beauty images and Cinematic here
Special thanks to Vladimir Takinov for providing tons of wonderful music https://vtakinovmusic.com/ru/product/fairy-tale/ [vtakinovmusic.com]
https://youtu.be/iSvs20pDCek [youtu.be]
It was an intensive journey and unforgettable experience

Leaving the beauty images and Cinematic here
Special thanks to Vladimir Takinov for providing tons of wonderful music https://vtakinovmusic.com/ru/product/fairy-tale/ [vtakinovmusic.com]
https://youtu.be/iSvs20pDCek [youtu.be]
BEST GAME ART TOOL | SUBMISSIONS 2025年7月13日13:09
Hi! That`s my Skywoods project. Since I`m submitting the idea for 2 different categories, the explanation will be splitted into 2 forum branches to respect the rules. Hope I`ll manage to follow the general line though
Part 2.
Digital assets: paths.


Created bridges (or paths) assets because how else, when living on air?
Focused on the idea because staircases and ladders seem to be a chronic annoyance for architects and civil engineers. Simple idea, but extremely sensitive calculation. Spoiler: watching how the asset precisely recalculates steps number and height real-time feels like a miracle
:P
The general idea was to create light functional constructions. Pretty simple design to be able to add any amount of them and not to overload the image.
2 very basic assets: one for small heights with comfortable steps and another one with a ladder. Basic functionality, width changing, middle position varying.
I can imagine that with the asset development various replaceable handrails and some visually randomsing details can be added. Also some climbing foliage on them would add even more charm.
Video: https://youtu.be/NEnOssVwK0w [youtu.be]
Files:
https://drive.google.com/drive/folders/1iO8bgbwC5BTmwQFjpGuw0welFDmtlU1l?usp=sharing [drive.google.com]
Part 2.
Digital assets: paths.
Created bridges (or paths) assets because how else, when living on air?
Focused on the idea because staircases and ladders seem to be a chronic annoyance for architects and civil engineers. Simple idea, but extremely sensitive calculation. Spoiler: watching how the asset precisely recalculates steps number and height real-time feels like a miracle


The general idea was to create light functional constructions. Pretty simple design to be able to add any amount of them and not to overload the image.
2 very basic assets: one for small heights with comfortable steps and another one with a ladder. Basic functionality, width changing, middle position varying.
I can imagine that with the asset development various replaceable handrails and some visually randomsing details can be added. Also some climbing foliage on them would add even more charm.
Video: https://youtu.be/NEnOssVwK0w [youtu.be]
Files:
https://drive.google.com/drive/folders/1iO8bgbwC5BTmwQFjpGuw0welFDmtlU1l?usp=sharing [drive.google.com]
BEST GAME ART ENVIRONMENT | SUBMISSIONS 2025年7月13日13:02
Hi! That`s my Skywoods project. Since I`m submitting the idea for 2 different categories, the explanation will be splitted into 2 forum branches to respect the rules. Hope I`ll manage to follow the general line though

Part 1.
Like I mentioned, the architectural style of the city is inspired by modernist and brutalist architecture. To me it represents a huge forgotten dream about the robotic and cosmic future. These unique enormous massive buildings scattered all around the world feel like living reminders about how creative, huge and sometimes illogical a man can be.
The idea was starting from a forest environment but adding floating constructions on trees to use all available space and playing with gravity.
Created simple valley relief. Why else is the city abandoned? And to cheat with visuals from high points ofc.
Scattered trees, and something looking like ground foliage.
Constructed changeable HDA modules for very basic visual and function variety. Honestly, mostly to re-explore the idea of modularity in architecture. 3D itself is a great sandbox for architects and the procedural approach turns it into an amusement park. We can actually endlessly spawn these “nests” using vertical scatter with a touch of magic and it`s fun.
From cinematics the scene looks brutal and promising at the same time (at least to me). Props and a good story about exploring the city through the passes, collecting some details and building some miracle machine in the central module would work I think.


Cinematic:
https://youtu.be/iSvs20pDCek [youtu.be]
Files:
https://drive.google.com/drive/folders/1iO8bgbwC5BTmwQFjpGuw0welFDmtlU1l?usp=sharing [drive.google.com]
Part 1.
Like I mentioned, the architectural style of the city is inspired by modernist and brutalist architecture. To me it represents a huge forgotten dream about the robotic and cosmic future. These unique enormous massive buildings scattered all around the world feel like living reminders about how creative, huge and sometimes illogical a man can be.
The idea was starting from a forest environment but adding floating constructions on trees to use all available space and playing with gravity.
Created simple valley relief. Why else is the city abandoned? And to cheat with visuals from high points ofc.

Constructed changeable HDA modules for very basic visual and function variety. Honestly, mostly to re-explore the idea of modularity in architecture. 3D itself is a great sandbox for architects and the procedural approach turns it into an amusement park. We can actually endlessly spawn these “nests” using vertical scatter with a touch of magic and it`s fun.



From cinematics the scene looks brutal and promising at the same time (at least to me). Props and a good story about exploring the city through the passes, collecting some details and building some miracle machine in the central module would work I think.
Cinematic:
https://youtu.be/iSvs20pDCek [youtu.be]
Files:
https://drive.google.com/drive/folders/1iO8bgbwC5BTmwQFjpGuw0welFDmtlU1l?usp=sharing [drive.google.com]