Sunday, November 16, 2014

Work-In-Progress screenshots and Steps Taken

Scouting a location to place the building

Importing the building into Blender and then CryEngine from Sketchup.

Getting some foliage into interesting areas.

Using MSPaint to manually resize textures to fit the CryEngine 'power of two' requirement.

Using the CryTIF Plugin in Photoshop to export Diffuse maps.

Applying materials to the imported building

Tweaking 'Time-Of-Day' to produce more visually interesting compositions
Created a Photoshop Action script to batch export texture files to CryEngine's DDS format

Finally got the texture into the game. Used Blend Layers to create vegetation along the floors and walls.

Built a broken version of the staircase to show signs of wear on the building

Added FOG to produce a stronger atmosphere aligned with the weather outside the building.

Added another broken scaffolding to show how humans attempted to fix the building, but failed.

Added water particle effects, dripping from the ceiling to the ground.

Using the Flashlight produced a very creepy horror theme

Added vegetation that grows in areas touched by water or outside elements

More Blend Layer work on the walls here, showing decay and moss growing.

This has a really cool atmosphere to it.

I tried to add Ambient Sounds but a bug on my PC doesn't seem to allow sounds to play.

Added a SpawnPoint just next to the stairs players need to take into the building.

I used reference images of reinforced concrete, matching it with real images of the structure, to simulate the look after years of wear and tear.

I switched the Time Of Day to afternoon in the Game, to show the environment in a different light compared to the video trailer and screenshots. Now it looks like a desert storm!

One of my Hero Shots. I'm pretty happy with the result. It's very close to the visual theme I was going for.

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