Monday 31 March 2014

Propper Jobs

This week Dan and I have been busting out all the props, amongst other things. We've got a lot to get through, but we're about halfway through the list we set ourselves last week.

I spent some time tweaking the mood and lighting of the level last week to better suit our vision of a grimey, wet looking city. I also added in placeholder cityblocks either side of the wall which REALLY helps sell the scale of the place already, they are very overbearing and it feels like a city already.

City blocks, before lighting tweaks

Added raised highways, fog and a nice wet sheen
Bin designs to push the futurism a little

Starting to litter the area




We're kinda of tweaking the lighting as we go at the moment. There are definitely areas and elements that are suffering at the moment, (that tree looks horribly green in the courtyard) and we'll have to do multiple passes and make sure the lighting suits the composition of elements in the scene and leads the player around the level nicely.



Cryengine's hologram shader does a nice job for the futuristic advertisements. I've also made some animated textures for the pulsating glow on certain props, which could be applied to ads and tv broadcasts with scrolling text.

Next up, more props and signs! And hopefully an animated monorail...

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