You wake up to find yourself on a wasteland train, heading to City 17. Last you remember, you were herded on there by Civil Protection, under the guise of your block being ‘relocated’ for some perceived slight or another. Or, at least you think you were. What did they say about the water? It makes you forget? Or does it? Where is your suitcase? Did they take that too? Wasn’t there a man in a suit? A blue suit? He said something about you ‘being more than you think you are’. Or, at least you think he did…? As the light breaks through and your eyes adjust, you ponder these questions and more, as the train pulls into your new ‘home’. For how long though, that is another question you don’t have answers for right now, but you will have that answer very soon…

Post news Report RSS When the detail passes start getting out of hand

Down the slippery slope of detailing Detail passes are almost complete for map 1, while map 2 is slowly coming together. Map 3 is almost finished now, with a final detail pass or two to come. The problem being, once you start detailing, it can start getting out of hand to the point that you want to detail absolutely everything! One building starts to look trash, compared to the more detailed version. So you go back and start detailing that one. Then the next. Then the next.

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Down the slippery slope of detailing

Detail passes are almost complete for map 1, while map 2 is slowly coming together. Map 3 is almost finished now, with a final detail pass or two to come. The problem being, once you start detailing, it can start getting out of hand to the point that you want to detail absolutely everything! One building starts to look trash, compared to the more detailed version. So you go back and start detailing that one. Then the next. Then the next. It's not such a bad thing when you're aiming for a super detailed and 'real' world, but sometimes the engine doesn't want to play along.

Map 1 hit the entity limit once before, so some lesser seen decals were removed and the beam wall at the end of the train ride was replaced with a good old Combine shield wall to start with, cutting out around 30+ entities in one go! These savings were then used to help add extra details and bits and pieces to the rest of the map.

Heres some comparison shots below of before and after detail passes were made:

Befores:

parra 1a brown shed0003

parra 1a brown shed0000

parra 1a brown shed0001

parra 1a brown shed0002

Flat, boring, not very inspiring. They did the job, sure, but after beginning to add some extra details, it very quickly got out of hand.


parra 1q50001

parra 1o0004

parra 1o0005

parra 1o0007

parra 1o0006

parra 1q50002

As you can see, there is some finishing off to do, but by adding the extra building details, taking the time to do some extra 'fancy' brushwork and adding small detail props here and there, it's completely changed the look and feel from 'suitable but boring' to something that looks so much better. These will be available as VMF's after release, with the buildings and their detail brushworks included to use as prefabs and building tools.

Next time there should be some updated gameplay videos and lots more screenshots, hopefully with some new areas completed.

-Agent Ataraxia-

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