Good morning guys... just dropping by to share some progress... almost done with this level... just need to do some colour grading and some lighting tweaks for effects... and I really hope my camera will work with the prefab since it has everything on it...
The real fun was creating the terrain for this, using substance designer and ZBrush as a source for all of the high res pebbles. Once the pebbles were applied, careful attention was made to blend the dirt and stones together so that it would hide any obvious tiling (which the player won't see anyway)
I am working on adding grass and trees to this level, as well as a stormy version of this outdoor level so I can make it feel atmospheric. Using things like ground fog, rain, and a distant haze to give the illusion of a bigger level... I haven't added the distant mountains yet. Enjoy the progress.
And here are some shots below that compares between the wet and dry version... I still need to add grain to the dirt so that it will feel gritty. And sorry I am posting all of these shots, but it takes A LOT of work to get my levels looking decent... and the characters the same. Also the sky is being rendered for the stormy version, with a particle system in place...
Wet:
Dry:
Now is it possible for UFE to find the camera in the level prefab? It would very foolish to omit this, especially if there is a lot of work being done on the visual camera aspect of each level, creating a unique feel for each
Beauty shot:
This is how the level looks so far with everything in it, except trees, grass, and additional details... a part of me wants to go back and really model the underlying terrain with uneven surfacing. Right now everything feels grey and will need some colour... For this, I wanted to convey a sense of an environment that is constantly living and dying at the same time.