\:\) Thanks for the great words, we all appreciate them.

Parts like above are few and far between but they are there so cant avoid some places with the cut architectural look but most everything else is pretty free form looking.

Still a long way away from prettying it up as the real textures and lighting havnt even been thought through yet.

Whats left for such shots is a misted type atmospheric effect, decorative indicators like gem type lights to indicate room purpose, egyptian type detail embossed highlights etc.

Our scene managment is coming on nicely so can afford to crowd rooms up and polysoup the model walls, floors to get better dynamic light effects without going back to level geometry blocks and then finish it off with shaders for glass fused walls with acid etched deterioration resulting from the plant life feeding of the walls over time.

The bettles have been blocked off from this area so they are unable to restore walls to pristine condition \:\)