Wednesday, 27 February 2013

3D Blockout

I used the heightmap to produce the terrain in cryengine. I edited it using the terrain tools until I had the right scale and layout I wanted. This didn't take too long and allowed me to jump into the map at any time to check things. I also created a few solids in CryEngine, which are basically just primitives used to block out the geometry.

Because my level was based in a gorge, the players view was limited, and there was a lot of unused terrain which the player would never see. So i decided to export the terrain and solids into 3ds Max and retopologize. This also didn't take too long, and as everything would eventually be replaced by rock assets anyway, this wasn't a problem.




Saturday, 23 February 2013

Final Layout

I've decided on the layout now and will start creating things in 3D. I haven't completely finished my base/compound concepts, but want to start getting things into CryEngine so i can make sure every thing is working and get a better idea of the space.

I'm going to paint over this map to create a hightmap, which i will use to generate the terrain in CryEngine.


Thursday, 21 February 2013

Sketches

I've sketched a few ideas for the type of assets i will include in my level and the compound area layout. My idea so far is to have the main base built into the side of the rocks, the surrounding compound will be mostly metal struts, girders, walkways, small structures, a watchtower, crates etc.

I've concentrated on this compound  and how it would have been created (due to erosion), so I've decided to have a waterfall which flows into a large shallow area, which then connects up to the main river. The compound will be hidden from above by a large camouflaged canopy. This will cast it in shadow, which allows me to add artificial lights. This provides a contrast from the rest of the level because the player will start in a bright natural area, to a darker hard surface/man made area, to an entirely man made inside base.

There will be a wall/gate entrance which blocks off the compound, this means the player won't see much of what's inside until they enter.

These are quick sketches which i will develop into concepts later.

Compound, compound entrance and base ideas

Compound Assets

Different types of rock assets

Sunday, 17 February 2013

The narrow area

The narrow area serves to guide the player from the starting dam to the compound. There will be tall vertical cliffs, two small waterfalls, walkways built in and a bridge from one side to the other. Here's a concept.


Thursday, 14 February 2013

Planning the dam

The dam will be the starting area for the player, I've researched lots of different types of hydroelectric dams and sketched this layout based on similar sized dams in similar environments (canyons). The spillway is only used when there's an overflow for this type of dam.


Thumbnails

Development
Final Idea

Monday, 11 February 2013

Planning the layout

Now I've decided on the 3 main the areas of my level. The dam, the narrow section and the base area. The hydroelectric dam will produce power for the base. The base will be within a compound which is isolated in it's own area.

Now I've got a better idea of what elements i want to include in my level, I've created some quick concepts to visualise my ideas.




Wednesday, 6 February 2013

Canyon/Gorge Reference

 I've decided to base the rock structure and colour pallet on the red stone gorge, located on the Yuntai mountain in china. I thought the shapes were interesting and liked the idea of a walkway built into the side of the rock faces. These references will just be used just for the rocks, vegetation and river.

Here's a couple of mood boards. I have 300+ reference images to work from.
These photos are taken from www.panoramio.com and www.geolocation.ws
These photos are taken from www.ourtravelpics.com/place/yuntaishan

Sunday, 3 February 2013