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Leadwerks Blog Post 10: A Grave Sign of the Times


DaveLee

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Please excuse the rather horrifying pun in the title, but today’s update will highlight quite a few new assets and more level design, focusing in on the new grave sites and Zone signs specifically.

 

Let’s dive in!

 

First up, here are the new overview images. I’ve been working on the level design quite a lot, so you’ll notice lots of changes, along with a new skybox and afternoon lighting.

I’ll be showing more detailed images of some of these areas later.

 

The new skybox:

 

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Overview images:

 

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I have created 8 different grave sites for this project, primarily to populate a small hillside graveyard at the edge of the map and playable area.

 

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This graveyard began as a community graveyard for this remote area of the Chernobyl region (especially seeing that there was no local church). After the Chernobyl disaster it became a grave site for the military defenders and explorers of this area of the Exclusion Zone, as many met untimely ends here.

 

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Next up, I have new Zone signs. These will help add interest to parts of the playable areas as well as help add borders to the map, especially where there may be invisible walls (such as out in the river).

 

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To close out this blog update, I have new images of the swamp and military base. I’ve completed a “B” version of the military barracks where it seems that unknown forces once barricaded themselves in against some horror of the Zone. Many of the windows are boarded, and there are barricades over some doors and scattered around the inside of building. What happened to those who defended this building is unknown…

 

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I have also added a few additional debris props like tires and concrete slabs, some of which you can see here:

 

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And finally, a few more screenshots of the rest of the military base. You may notice a new structure in the side of the mountain at the back of the base. This underground entrance is where the player will begin, but that's all I'm telling for now. ;) Enjoy!

 

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I still have much more to show (including the last full building), so expect another blog post in the near future as the project reaches completion.

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This is just one of those scenes where you can really feel that you are there. With every update, the feeling of actually being there gets even stronger. I suppose it has something to do with the lighting being just right. It doesn't feel like you are sat in a photographer's studio with lights everywhere, but you can still see some shadows being cast by the limited light in the sky.

 

As a small side note though, you now have two blog 09's

(The other being: "Leadwerks Blog Post 09: The Beginning of the End" on Jul 16 2010 06:19 PM)

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Thanks everyone! It's been a long road, but I'm very happy with how it's all coming together.

 

@Mumbles: I really do like this lighting much more than the overcast lighting. For an accurate overcast scene, I really needed to get rid of most of the main direction light in the map (which would have gotten rid of most of the shadows as well), but that would have looked rather flat and boring. I think the new light setup is much more visually interesting. I fixed the blog title too. That's what I get for relying on copy & paste!

 

@Josh: It's actually a slightly modified skybox texture from CGTextures. I just spent some time aligning the lights to an interesting angle, and setting up a good color mix between the directional and ambient lights. After that, it just needed some work with the Environment object to get some good fog that fit in and a nice balance of brightness, contrast and saturation. I have this scene at 0.8 saturation at the moment.

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