Jared Dittamo

Eusapia, of "Cities & The Dead 3". Beneath the otherwise regular city lies an identical construction, acting as the tomb of those above. Upon death, those who descend are placed carefully to act out the wills and goals of their previous life.

The Crypt City

Additional Renders of Different Perspectives

I chose Eusapia for it's uniqueness of concept. An entire city built as a grave for the citizens above was alluring to me. The idea that each person's corpse was position in a way to reflect their dreams from their life also was humorous, as it meant that the entire city would be filled with drunk happy skeletons.

Early sketches of the cities design and the skeletons left slumping in their chairs

The original intent of my project was the create the cross-section street seen previously, as it would allow me to fake the impression of a larger and sprawling town. I knew I could have done a larger overview of the town, and filled it with god rays from the rocky ceiling above, but that would remove the ability to see and understand the corpses left behind, and the posing they are put in. Thus, I opted for a more grounded creation. In order to create such a large number of buildings, I created a modular instance-based set of buildings, and even some dividers to help break up the roof heights. with 4 of each type, I effectively created 32 different building styles with barely any work. My intention with this was to create a diverse and interesting street that could be easily filled with dynamic and interesting skeletons in a variety of poses, in order to incite feelings of humor as well as somberness. In regards to the overall mood of the city, I believe that I have delivered, yet I know that with more time I could have very much added some decoration and additional things to break up the shapes. Columns around the edges of the buildings would add much-needed uniformity to the structures, flags and other colored cloths would add to the pallet, and shop stalls and interiors would make for more interesting points to look at. Regardless of those additions, I am proud of how it ended up and really did my best to push what I could do within the time allotted.

Materials

I did not use textures but instead used procedural ones that I created with nodes. This sounds technical but was really just to get me out of making UVs.

Note: I think my renders came out blurry due to some denoising issues, but it is 3am late so I will leave them as be...