This area was designed to be a portable outpost which had been built on
the spot. It will contain computers, tables,chairs, etc. It will be
powered by the substation generator opposite. This area will be the
first place the player goes to after they leave the start section. The
will then go up the stairs afterwards and over the path. The section in
the open will overlook the dam, river and powerhouse.
Saturday, 23 March 2013
Thursday, 21 March 2013
Powerhouse
The powerhouse is where the dam creates its power, the power is use for
other parts in the level, i don't think I'll be open for the player. The
outflow will go into the river.
Sunday, 17 March 2013
Dam Start Concepts
The dam entrance is the player start, it is fenced off with a control
room which opens and closes the door, it leads down to the outpost.
Wednesday, 13 March 2013
Dam Concepts
The dam is the main building in the first section of the level and it's quite large. The player can't enter it.
Wednesday, 6 March 2013
Blockout progress
I've started to add more assets into the level now, all the textures so far are placeholders, the rock assets are also unfinished. I'm just laying things so i when i export the finished assets the will already be in the correct place.
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.
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.
I'm going to paint over this map to create a hightmap, which i will use to generate the terrain in CryEngine.
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