Hey guys,
It's been a while since I've worked on any environment work, so forgive me - after spending the last month or so doing strictly web design, you tend to get a bit rusty.
After finding that college is coming to a close, and my day job giving me less work this time of year, I've decided to begin working on a horror game concept I've kept tucked inside my head for 6 years, entitled DarkAmbience.
For now, I won't say much about DarkAmbience only that I've started development on it, but this project is going to be a massive undertaking. The game will be based obviously on Unreal Engine, but more importantly it is a one-man project. It is my baby, and hopefully a project that will consume me
So far I've started working on the first map, an Alleyway. For now, I've made my master materials, set up some preliminary scene lighting using emissives from windows and lights in the area, and I'm now working on finishing the blockout.
As always, comments and critiques requested, though keep in mind this is still early stages.
- Sy.
Replies
Here's a picture, from Newburyport, Massachusetts, that this sort of reminds me of:
Which leads me to the ground; I really love the contrast between the red brick, in that picture, and the grey stones of the ground. I think yours are a bit too tan. It doesn't stand out, colour-wise, quite enough. I'd suggest making the bricks a little redder too.
Thanks!
Will make the bricks more red.
[ame="http://www.youtube.com/watch?v=F7N2QDCx7kY"]UDK: Bump offset material (faking interiors) - YouTube[/ame]
Don't know if they are placeholder but the texture on the stone/concrete trims under the window needs better material definition, it could very well be that a good normal map will save it, but the right spec would help too.
Everything is a bit rigid right now but I appreciate you're still blocking out. Look for ways to break up straight edges and perfect right angles where building and floor meets.
Keep it up!
Thank you for the video though ^^