INFRA puts you into the boots of a structural analyst on a routine mission. Quickly though, your task turns into a fight for survival, all caused by deep-rooted schemes of the past. Your tools are simple: your camera and the wits to navigate a labyrinth of debris.
Showing off some of the new shaders, and testing out cinematic physics.
Accident comment post, sry :/
Fancy!
Darn... it's still processing...
Ah, wonderfull, not overused the light rays I see, looks good, even tho it's a simple demonstration! ;3
wow, just wow! the light rays are awesome (not too much but enough to simulate that steamy, "wet" weather in the woods - i can almost smell the meadow). often people can't find a great value, overdo it, just because they can... you did a great subliminal job here. the colours of both, light and fog are very well done and fit together and that physics-demonstration is just perfect, really i mean it! looks very real.
great demonstration, thanks for sharing and can'T wait to see more! :)
niceeeeeeeeeeeeeeeeeeeeeeee
Well done, I guess many have attempted and failed but you clearly succeeded making this very well.
Holy **** this is epic! You guys are awesome!<3
May I suggest something?
New walking sounds would be nice.
We need someone to make us world sounds.
Glad everyone likes the destruction test model, hopefully I'll start to make some more integrated ones for things like the tunnel collapses and stuff. Also happy that people understand my love for subtle sunrays, overdone like in games such as Crysis looks terrible. More shaders will be coming up, including parallax mapping and chromatic aberration. I also plan on making a new shader for the flowing water on the tunnels map, with refraction and alpha masking.
Love the music <3
pretty ******* nice