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Horror - WIP

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    Horror - WIP

    Hi all,

    I thought I'd start a thread to show ongoing progress of my Horror title.

    Corridor scene finished and I am now working on the joining warehouse, only just started this hence it's sparse population and quick lighting setup. I'll try and record a quick video as that'll show the corridor better than stills... here are a few though until I post the vid.










    ***UPDATE 11/12/05***
    Here is a quick video of the first corridor section and an early warehouse addon.

    Please forgive the video being a bit dark - this is due to the video compression removing areas of low contrast. I tried multiple video compression codecs but couldn't find one that left the clarity intact. There are no fully black areas ingame as you'll see in pics above.

    Anyway, it's only a WIP and meant to give you an indication of what i'm after.

    http://www.youtube.com/watch?v=-C6bsUc4UV4

    Regards,
    Matt

    #2
    Cool Meshes and textures ! ^^

    More now !

    Comment


      #3
      That looks great! I imagine it'd look even better fully immersed. Are all of the meshes yours?

      Comment


        #4
        looks good but the last pic needs more contrast, imo. are the meshes going to have physics?

        Comment


          #5
          The static corridor assets... ie Garbage bin, Barrel, Gas bottles etc are purchased meshes but everything else, including the textures were made by me in modo. The wall textures are built from a single concrete base texture and then 'grimed up' and 'grafittied' for instance.

          The texturing is the part that takes the time, but it's time well spent.

          I'm hoping to get as much physics into it as possible to make things as 'real' as i can, but for the moment i busy getting into UDK more and getting the actual scene made. As soon as the warehouse is finished and populated with stuff, i'll start the animation assets and physics work before moving onto a new section. I'll hopefully learn a good few UDK skills getting this part completed.


          Regards,
          Matt.

          Comment


            #6
            Imo, you should have the wall texture bumped or parallaxed.

            Is it me or does that barrel look like the one in Half-Life 2? Lol.

            Comment


              #7
              Originally posted by Rives View Post
              Imo, you should have the wall texture bumped or parallaxed.

              Is it me or does that barrel look like the one in Half-Life 2? Lol.
              The walls do have a subtle bump on them, can't really see it in the stills.

              The corridor assets (barrel etc) come from Dexsoft.

              Regards,
              Matt.

              Comment


                #8
                Awesome, and really nice!
                Hope to see more!

                Comment


                  #9
                  The Garbage Bin looks really crappy for a purchased model... but anything else: NICE! Shouldn't be too complicated to light this with fully dynamic lights.

                  Comment


                    #10
                    Looking good so far, great inspiration. I am also trying to make a small horror influenced game.

                    Comment


                      #11
                      Good start.

                      If I was you I'd add more objects and make the textures more dirty.
                      Also add more normal map, cracked floor, walls etc...

                      Comment


                        #12
                        Many thanks for all your comments.

                        The warehouse is in a very early state, so rest assured it'll be packed with assets (as soon as I've modelled them).

                        Regarding the normal maps which a few people have mentioned... All the models have a normal map but I've made the bump effect quite subtle. If you look at a real concrete wall they are actually very smooth. I did try increasing the bump but it made the meshes look wet and a bit cartoony as opposed to real. I'll revisit the normal maps and try and find some middle ground.

                        Regards,
                        Matt.

                        Comment


                          #13
                          Originally posted by fallingbrickwork View Post
                          Many thanks for all your comments.

                          The warehouse is in a very early state, so rest assured it'll be packed with assets (as soon as I've modelled them).

                          Regarding the normal maps which a few people have mentioned... All the models have a normal map but I've made the bump effect quite subtle. If you look at a real concrete wall they are actually very smooth. I did try increasing the bump but it made the meshes look wet and a bit cartoony as opposed to real. I'll revisit the normal maps and try and find some middle ground.

                          Regards,
                          Matt.

                          What kind of Horror game are you going to achieve?

                          Usually dirty/rusty looking places have better results in horror games.

                          For example:

                          Comment


                            #14
                            Not to sure on the actual game-type as yet, this is mainly a project to learn UDK and to add to showreel. I'm aiming more at a thinking horror than a shooting horror, maybe 'Left 4 Dead' graphical style with 'Thief' gameplay.

                            Regards,
                            Matt.

                            Comment


                              #15
                              Mind you, the atmosphere in horrors is quite hard to achieve. Don't take modern day games for good examples, because I don't know if there are 2, maybe 3 titles that achieve the same feeling that, let's say, Clive Barker's Undying had.

                              I'd say Undying is a good example. Besides, it used the first UE. :P

                              Good job so far though. How's the Unity - UDK transition treating you?

                              Comment

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