Pre beta week.

PropsBlogg

 

 

 

 

This week has been very stressful mostly due the redesign of level 2, the levels has a complete new level layout and is very dynamic which means that we need a lot of new geometry, modular geometry.

We also need a lot of props to give the environment life, which also calls for a lot of prop modeling. We have focused on our 2nd level this week and its our biggest one, there’s a lot of space to be filled and its a huge task. We have made a lot of progress and we’re closing in on the final result.

A complete new mirror has been modeled we changed our style abit due to it being provocative for the culture we took ideas from.

 

 

Next week will also be very hectic because we are to finish all of our 4 levels that means more props and more level geometry.

 

 

 

BONUS:

Tesselation

I also worked a little bit on tessellation which really gives the walls, floor – almost everything a lot of depth.. However we can’t use it due to our computers which is unfortunate.

 

Corridors

I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.

Highpoly version.

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Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal map.

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Bonus:

I have also been working on the blocks that we will stack ontop of each other in the wind level, The player will have to jump on blocks to be able to complete the puzzle.

 

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There will be mirrors.

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The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week! 

Let there be stones!

 

 

This week has included a lot of  stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get  that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out of the the highpoly version. I have also been exploring displacement maps but that requires tessellation and we dont have that computing power, However we might explore it further.

High poly stones
stone_03 stone_02 stone_01

 

 

 

Real-time rendering in ue4 only using the 2nd stone that has been scaled and rotated around:

Rocks_01 Rocks_02