[ART] Texturing and decorating

Hi,

The final deadline is coming up so I finished all of the block-out models that were still laying around.

Here are some screen shots of the progress.

First I created some container props which can be looted as well.

dd291285008c1d2f2d3f1df5feef336c24c6de3420d01f448bf993709a859d37

Then I made some decorative items to fill out the empty spaces.

bb3259c7a2149c01daa7c299e705a745

Here you can see the new interior models and textures of the starter location (log cabin).

You can also see that all of the furniture has been textured and I personally think it looks quite cosy.6e1d23fea5d62fb497ce4ea5b5874f75

The cabin is built up out of logs, planks and roof tiles (created by Gaetan Thibaut)36ab17588741f697f167b9886745c069

 

Christophe Degraeve

Advertisements

[ART] Props, animations, particles

Hi there,

last week there was a play sesion. we where very busy preparing a demo for the group. What i made in the last 2 weeks was a whole assortment of blockout props, particles and a big change to the drone, including animations.

bottem pic is a example of 2 blockout weapons.

1e2a7373a88602cfc6e23a68e5200409.jpg

[ART] Swamp detailing and new style.

Hi,

I figured I’d start with detailing the swamp area first since we have a lot of cool plans for it, like first of all, its going to be a toxic waste place with some venomous plants.

You’re also going to need a gas mask of some sorts to traverse the area because of the toxic air.

We we’re also thinking of making the water glow but we’re not out of it yet.

Anyway here are some screen shots of the process.

0e7d559198ef2fcfb546b702b6f318966aaa3c0ff52e68783c203361291f0c14709963fef65c0964568806658ff18fed

Here you can see the style is more simplified then before, the reason for this is that we can make more content in a shorter time span and will have more stuff for you all to play around with in the long run.

also not everything has been simplified yet, like the tree leaves and shrubs, etc…

Right now the tree barks and the rocks look a bit plain and boring but we will add a simplified pattern or grunge map on top of if to give them more detail and will also give them a roughness map with some sparkles for some extra effect.

02e91cb3c06b140d8b2d517b38dc910ed430db1c5eab3d9345c31b802b7b8f86

Christophe Degraeve

[ART] Adding Detail.

Hi,

For this weeks deadline I focused on content and detail.

As you can see from the images below I have added a lot more small foliage like a new plant, fern, way better looking grass, flowers, mushrooms, shrubbery, pebbles and more.

Forest view 1.

nice-screenshot2

Forest view 2.

nice-screenshot3

Cartoony round shaped bushes.

nice-screenshot

Ground clutter.

ground-screenshot

Ivy on rocks to add more overgrown feeling.

ivy-screenshot

New LOD billboards for all trees.

lod-screenshot

Intractable mushroom for hunger.

morel-shroom-screenshot

Intractable Rabbit meat for hunger.

540df058c0769c8d235257ecf091313e

Christophe Degraeve

[ART] Complete level blockout and new sub-biome.

Hi,

I have created another sub-biome called the dark woods which will reside mostly around the lake area.

there are some smaller patches of darkwood trees scattered around the edge of the map, where the mountains are to make the map look more as a whole rather than 5 different sections of biomes.

Here are some screenshots of the map overview.

33c26c3d918f1edf3dbc37d6ab1b62baae22f02aff4ecfdf7b94d58dd7c125bb

Here you can see that this type of biome keeps the trees more in clusters rather then spearding them out evenly.34ef1fd59ad32a5859ef397ca1b3510c4f93a40f2db493fa3f88fd5aa853be9f

Also as a refresher I recreated the layout of our map since a lot of changes were made.

plan03

 

Christophe Degraeve

[ART] Atmosphere and lighting

Hi,

In this quick update I tweaked the atmospheric fog and lighting settings, like colours, sun angle, etc. …

This was necessary for our day and night cycle.

There are now 3 map variants: one for daytime, one for evening and one for night,(I will make one for morning ass well later on).

These values will be brought over into the main map and our day/night cycle blueprint will then use these values when it fades between the different stages of the day.

DAYTIME

day1day2

EVENING / MORNINGevening1evening2

NIGHTnight1night2

As you may have noticed, the distant mountains now have a texture and I added a ravine model as well.

Here’s a screenshot of the models.

3aac4a52635f281f47e9829e9a2f5c42

Christophe Degraeve