This post, as being promised, is gonna be about small environment to be made for prop presentation purposes.
The overall idea currently.
Make this beauty tile, then somehow i need to make an environment that would fit this prop and make sense of it being there. By environment i mean slightly different tiles, that won't grab the viewer's attention on itself but rather will work on a whole look of the scene, so the hero tile won't be lonely and just floating in the air.
Regarding materials of the tile
The single stone material will definetly look dull so i will have to find a way to incorporate some tasty colors in it, whether it will be metallic (less possible) or color accents. To find what details to be colored won't be a tough task since there gonna be lots of interesting patterns and shapes, including 8 symbols, center figure and ornamental elements.
Another take on the environment and the history behind the prop being in it's place.
The first version of the envrionment i already discussed in the beginning, but while i was thinking about the richness of colors and materials in the scene i started to doubt my first guess, so let's try to find another way of presenting a future artwork and better circumstances for it to be.
It can be as simple as it is on the reference itself - just laying on some kind of stone or wall in may be an excavation area, this way the colors will be dusty and dull, less contrast, but we already see this in the reference. If i want the colors to be more catchy and brighter this circumstanes probably won't fit.
Another idea.
So i just thought about the scale of the scene and i want this hero tile to be presented in an epic way, for it to be done i need a specific environment or supportive props that would help display a scale of the hero object. Yes, it may seem that the work starts to lay more to an environment, than a prop, but i ensure you it's only for the sake of presenting the main prop. By the way, talking about the prop, i need to bare in mind the threat of making the environment too dense and taking too many attention on itself, though it can be solved by using camera focal distance.
Third and probably final environment idea (based on image)
I decided that i really like this picute and the plot that may lay behind it.
A small hall with an altar being assembled at one of the walls. At the opposite wall there is a large fake doorway with grid pattern holes in it passing light from the outside. The altar is made of kind of small rock formation, two columns placed at each side, and main hero plate/tile piece placed above the pedestal. Candles are scattered across the altar, may be some additional niches for them.
See the column leftover? I can put two of them, but not exactly the same and not broken ones aside of the altar.
Another note: try to make an altar to be not uniformely square, add some interesting shapes to the the silhouette.
That's it. Future updates are gonna be about modeling progression...