Hey everyone!
I'm a 3d-artist and gamedesigner working for a small indiestudio in germany who's working on a new gameprototype in his sparetime.
It's a just for fun project to 'get in touch' with the UnrealEngine4 and to improve my skills regarding realtime graphics in terms of lighting,quality, performance but also gameplay/gamedesign.
I don't want to talk too much about the gameplay/game mechanics because this is a place for graphics but the gameplay is a mixture between 'Alone in the Dark (1992)' and 'Outlast (2013)' but with more puzzle solving (Adventure-Horror-ExitGame). Of course it's nothing new in terms of gameplay but I have some ideas that could make this a solid prototype. The main features (inventory, some test puzzles, soundsystem and so on) are up and running so I decided to do the first graphic tests and scene setups.
The whole game is set in the late 50s and I wanted to do it completely black and white. I always loved the mood of the old black/white horror movies (Hitchcock/ Hammer Films) so I decided to recreate this mood. For modeling I used 3dsmax. All assets were created by myself.
Hope you like it!
Cheers,
Daniel
Corridor Test Scene (UE4)Some more InGame - screenshots (UI / Inventory objects)Porch / Entry Scene ModelPorch /Entryscene lightsetup without materials (view from the porch to the street)
Replies
Thank you! There's actually a slight grain in the post effect. It's difficult to see the effect in the still images.
Polaroid Land Camera Inventory Asset - final and in color
Hope you like it!
Hope you like it!
https://youtu.be/S9s_iLMeV4g
https://kuula.co/post/7lRfD
model
Yes, you're right! It's similar to the old TombRaider games (1- 3) inventory!
One thing that might be beneficial is making a scene as realistic as possible with realistic magic hour lighting, and with very little post processing. You can take a screenshot into photoshop and use a 3d LUT representing the actual camera used in some of those films to see what that looks like. Then you can try and replicate that same image in Unreal using their post processing tools (you'll want to do it manually because LUT's in Unreal don't affect HDR).
After that you know your camera settings will be correct. Then it will just be a matter of lighting your environments well to achieve what you're going for.
Long time no post! Here's a short gamelogic/gameplay test video of my keybox/door asset. I hope you like it!
Thank you macoll!
Happy New Year and here are some new (non-realtime) renderings/3D concepts for the game. I created those to get a feeling for the mood/atmosphere and lighting of the interior. I'll do a cleanup on the assets and I'll reduce the polycount. I hope you like it!
Cheers,
Daniel
Cheers Daniel
https://www.youtube.com/watch?v=uhnRqbacCcE
https://www.youtube.com/watch?v=6zmwG_rx2pI
Another finished trailershot. I hope you like it!
Thank you folks!