I like the fact that you put your own art style on top of the Half Life level design. It was a bold decision, many chances to fail but in your case this is turning great. Keep up the good work ▲▼▲▼
Im curious to how you're making some of the architecture. Are you using static meshes or BSP? If you're using static meshes is a lot of it modular, or is a lot of it unique?
Great job on the re-imagining of this level, you truly nailed the originals atmosphere. Now I want a full remake of this caliber. haha.
Could you talk a bit more about your volumetric lighting approach for this demo? I was floored when you mentioned in the interview that this was fully dynamic with zero lightmaps. Any screenshots showing the light placements, settings or tutorials you want to share is greatly appreciated.
Really cool in VR, but I wish the camera would be locked to the tram, so that it felt like I was sitting in it. Now when the tram moves, the head does not follow so it feels like I’m just floating with no contact with the tram.
Maybe there is a way of locking the camera to the tram movement?
Replies
https://www.youtube.com/watch?v=8vwNqYQ7OqE
Lighting -90%
Blueprints and events at the levels -0%
Remade some geometry and light. This is the final image of the levels, most likely they will not change anymore.
Lighting -95%
Blueprints and events at the levels -40%
https://www.youtube.com/watch?v=HwiRPJtZkC8&feature=youtu.be
Could you talk a bit more about your volumetric lighting approach for this demo? I was floored when you mentioned in the interview that this was fully dynamic with zero lightmaps. Any screenshots showing the light placements, settings or tutorials you want to share is greatly appreciated.
Keep up with killer work!
Maybe there is a way of locking the camera to the tram movement?