Building Giant Art Worlds in C4D
After getting the portal and scene-switching systems running in Unity, I finally started working on what I’ve really been wanting to build — the actual art-style-based 3D worlds. I wanted to create something more than just empty test scenes. So, I went back to Cinema 4D (C4D), where I feel most comfortable modeling, and started designing three huge scenes, each inspired by a different art style:
Scene 1: Art Deco
I started with a Deco-style environment, taking inspiration from 1920s geometric patterns, chrome textures, and luxury shapes. I made the platforms pretty massive — because I wanted users to be able to walk around, explore, and breathe.
I downloaded some free texture materials online (metal, marble, gold trims, etc.) and applied them to give the scene a polished, glamorous look. I also used a lot of symmetry and clean lighting — think Great Gatsby but in 3D game form.
Scene 2: Dot Art
For this one, I went full-on pop art / pointillism. I tried to build large, colorful structures that had textures made of dots, like comic books or Yayoi Kusama vibes.
Again, I kept the platforms very large, because I want players to walk and look around from different angles — it’s almost like a walking gallery.
This one was fun to light, because I could go more experimental. I even tried using some glowing materials and deep shadows for contrast.
Scene 3: Illuminated Manuscript
This one was the most detailed. Inspired by medieval books and golden frames, I wanted the player to feel like they’re walking inside an old storybook. So I added arches, scroll-like textures, stained-glass-style elements, and a bunch of little structural flourishes.
But I didn’t stop there — I added a maze in this one!
It’s not too hard to get through, but it adds a little bit of gameplay challenge and makes the space more than just visual.
Textures were mostly downloaded free from the web (thank you, kind internet people ๐), and I spent a while arranging the lighting so the gold parts would really shine without burning the whole scene out.
Why Everything’s So Big
I kept all the scenes really open and oversized because I want players to feel like they’re inside an art world — not just walking past it.
I imagine this like a VR museum or an artistic maze — something you don't just look at, but step into.



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