Monday, 10 March 2014

Attack of the Shacks

The past two weeks we've focused on getting more large pieces finalised and in engine. We decided to go back and block out the bigger forms in cryengine, as the whitebox we initially used was one big mesh imported from max, we couldn't move things around and change scales of objects.
The modular sci fi assets are done. Some prefab buildings have been made ready to populate the levels.

 We've since decided to scrap the playable sewer area because it felt unnecessary, and also due to time, but will still keep the sewer pipe spewing out waste into the slums

I gathered some more ref to get a better feel for how the streets feel at eye level.

Dan's road is in place, making the level look 100x better already.

He also made a new cinderblock texture that resembles the brickwork in the Rio slums more.

 I've been working on a series of favelas to be placed around the sewer/low end areas, and using the blend layer system in cryengine we get a really nice worn plaster look using vertex paint modifiers.

Quick blockout of the monorail system above. The next stage is trying to get the path constraint animation that the monorail car follows into Cryengine, which has proved difficult because Cry only accepts TCB controllers
I've drawn up a quick sketch of the wall and am in the process of texturing

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