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Station to Station - Desert Structures

During my internship at Galaxy Grove, I had the opportunity to work on several 3D voxel projects, including creating these desert structures for Station to Station. I absolutely loved working on assets for this region, as I got to explore and draw inspiration from the beautiful architecture of the Middle East, which was a lot of fun to translate into voxels.

The desert structures I modeled include:

- Oasis (5 progression stages)
- Residential houses (3 versions, each with 3 texture variants and cloth animations)
- Luxury houses (2 versions)
- Palm trees

A big thank you to Joost van Dongen and Dimasvoxel for guiding me on this journey. Enjoy!

The final stage of the Oasis structure. Designing this was particularly interesting, as it blends multiple cultural influences, including the colonnade, bazaar, oasis, chhatris, and a minaret.

The final stage of the Oasis structure. Designing this was particularly interesting, as it blends multiple cultural influences, including the colonnade, bazaar, oasis, chhatris, and a minaret.

The final stage of the Oasis, placed in the beautifully crafted desert environment by Dimasvoxel. We used his scene to test and place assets, giving us a feel for how our art might look in the game. Check out his work: www.dimasvoxel.com

The final stage of the Oasis, placed in the beautifully crafted desert environment by Dimasvoxel. We used his scene to test and place assets, giving us a feel for how our art might look in the game. Check out his work: www.dimasvoxel.com

An isometric view of all the Oasis structure stages.

An isometric view of all the Oasis structure stages.

An overview of all the residential and luxury buildings created for the desert region. I noticed that many important buildings in Eastern architecture were white, which inspired the use of white and red for the luxury buildings.

An overview of all the residential and luxury buildings created for the desert region. I noticed that many important buildings in Eastern architecture were white, which inspired the use of white and red for the luxury buildings.

The cloth animations for the residential buildings. The movement is simple, but it added a lot of life to the game, making the assets feel less static.