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| Scouting a location to place the building |
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| Importing the building into Blender and then CryEngine from Sketchup. |
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| Getting some foliage into interesting areas. |
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| Using MSPaint to manually resize textures to fit the CryEngine 'power of two' requirement. |
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| Using the CryTIF Plugin in Photoshop to export Diffuse maps. |
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| Applying materials to the imported building |
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| Tweaking 'Time-Of-Day' to produce more visually interesting compositions |
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| Created a Photoshop Action script to batch export texture files to CryEngine's DDS format |
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| Finally got the texture into the game. Used Blend Layers to create vegetation along the floors and walls. |
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| Built a broken version of the staircase to show signs of wear on the building |
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| Added FOG to produce a stronger atmosphere aligned with the weather outside the building. |
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| Added another broken scaffolding to show how humans attempted to fix the building, but failed. |
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| Added water particle effects, dripping from the ceiling to the ground. |
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| Using the Flashlight produced a very creepy horror theme |
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| Added vegetation that grows in areas touched by water or outside elements |
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| More Blend Layer work on the walls here, showing decay and moss growing. |
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| This has a really cool atmosphere to it. |
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| I tried to add Ambient Sounds but a bug on my PC doesn't seem to allow sounds to play. |
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| Added a SpawnPoint just next to the stairs players need to take into the building. |
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| 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. |
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| 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! |
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| 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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