Dry-docks, citadels, corridors, structures. The places of Gothic Mechanica, traced from a hand-drawn seawall and untextured sculpts through generative photoreal and back down into clean editable 3D. Architecture is the slowest thing to refine and the first thing the eye trusts.
Hold the corridor's rivet-by-rivet density in mind. That is what the next stage feeds on — the structures below are the clean, editable geometry recovered from generative plates like these.
More environment chains — abyssal dunes, the processing nave, Camp Harmonia — will be filled here with verified end-to-end captures as the pipeline runs, including the missing S2 reference-photo rung. Click any image to open it full-resolution and cycle the chain.
A world only feels vast when something crosses it. These four plates follow a Coalition high-ranking freighter on a single passage — out through the petrified-redwood Mesa pylons, into a giant abyssal-dune clearing where it halts the better part of an hour to run its scans, and back to the subterranean maintenance corridor it came from. The vehicle is the ruler the eye measures the environment against. Click any plate for full resolution.
These read as scenery, but they're really vehicle pieces — every frame exists to be crossed. The same generative plates feed image-to-3D, so the Mesa pylons and the corridor become navigable geometry the freighter can actually travel through; the Vehicles page carries the ship itself.