Hi there, I know it sounds like a simple question but its boggled me when it comes to the more technical side of things
I want to create a scene which gives makes the player feel insignificant/amazed when they look at the
false vast environment, be it from a window or some other vantage point whilst they traverse a corridor or some other enclosed area in both horizontal and vertical axis. For example looking down from a high building and seeing glimmers of traffic, actually getting a sense of scale or seeing ships/spacecraft zooming on by into the distance between buildings far in the distance.
How would one go about achieving this effect? Primarily it would be for aesthetic purposes but I've never modelled beyond a closed quarter environment and it's always felt
dead, in the sense that the world is in that one room or that one corridor and when you look out its either barren or lifeless.
I'd like some input on aspects such as;
- Do you model objects in a far away distance or simply change scale & trickery to convince the player
- FOV and if it makes a difference in making a player feel more/less immersed in a large environment
- Maybe others if you have input
It seems like a hard task but its a satisfying result when a game can convince you of your insignificance.
This is my favourite but by no means the best example, heading to this vantage point you were in narrow, claustoprobic corridors and rooms and as you enter this room you are reminded of how small you are in the city:
http://img191.imageshack.us/img191/1104/112466.jpg
Some concept art that also make me think about it:
http://mingrutu.deviantart.com/art/Underground-gone-with-the-gun-290126111http://artlister.tistory.com/entry/conceptart-artworkshttp://cghub.com/images/view/239938/
Theres so much more but hopefully you get the idea
Thanks..
Replies
I'm currently trying to do the same, with a mining station, but its harder in space, because its, well, empty space, not much to compare it to. I'm always remind of those large white windmills, they look big from afar, but its not until you get close you realised that the wings along is 10 times your height. So something to compare to is needed.
When things get further away you get atmopsheric haze. This is basically a fog, but it's the very light kind of fog you get when trying to see something on the horizon. Adding in an ever so slight touch of this haze and fog creates the feeling that it's very far away for that haze to start coming into play.
http://lh4.ggpht.com/_veCoV_WjXBM/SEt4vBRkXpI/AAAAAAAABZg/tf7fHPU0WgI/Processed-IMG_0183.JPG
Your ability to perceive detail fades off as things get further away. far objects should be a touch blurrier and more uniform in colour. See how the road despite being full of cracks bumps, stains is now a unified colour of grey.
http://img.izismile.com/img/img5/20120728/640/new_york_city_from_on_high_640_03.jpg
This example you provided employs all 3:
http://cfs9.tistory.com/upload_control/download.blog?fhandle=YmxvZzE3MTc3N0BmczkudGlzdG9yeS5jb206L2F0dGFjaC8wLzM1MDAwMDAwMDAxNi5qcGc%3D
Tiny windows, atmospheric haze for the distant buildings and how their surfaces get simpler and more plain colours the further away they get, while the closer stuff has noise and crackles.