Some props/environments I worked on for the game 'Halls of Torment' by 'Chasing Carrots'. It's a singleplayer horde survivor game with an mid-90s prerendered (spritebased) pixel retro look. Hope you like it !
Used tools: 3dsmax, Blender, Photoshop, Godot Engine
I love your work! Also, as a Godot enthusiast, I'm very happy that a project of this scale was developed using this engine!
I would also like to ask you, why did you use both 3DS Max and Blender for the same project? Did you encounter limitations with one of them, or was it simply a personal decision?
I love your work! Also, as a Godot enthusiast, I'm very happy that a project of this scale was developed using this engine!
I would also like to ask you, why did you use both 3DS Max and Blender for the same project? Did you encounter limitations with one of them, or was it simply a personal decision?
Thank you! We switched from 3dsmax to Blender in the beginning of the production because we simply wanted to learn Blender.
The 'Halls of Torment' Outro Cinematic. I was responsible for the shading, lighting, rendering and compositing of the scenes and I tried to emulate the old 90's video game cinematic aesthetics like dithering, oldschool lensflares and oversaturated colors. https://www.youtube.com/watch?v=kKr6SZ1NQ3c
Replies
I love your work! Also, as a Godot enthusiast, I'm very happy that a project of this scale was developed using this engine!
I would also like to ask you, why did you use both 3DS Max and Blender for the same project? Did you encounter limitations with one of them, or was it simply a personal decision?
Thank you! We switched from 3dsmax to Blender in the beginning of the production because we simply wanted to learn Blender.
As for the other stuff, I especially like the ice and snow bits.