Post news Report RSS Eden - Developer Diary 02: Asset Creation

Here is the second part of a series of regular updates detailing the development process behind Eden. This entry is dedicated to Asset Creation, showcasing some of the content we've been developing and the way our artwork and references are translated to actual models.

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Here is the second part of a series of regular updates detailing the development process behind Eden. This entry is dedicated to Asset Creation, showcasing some of the content we've been developing and the way our artwork and references are translated to actual models.

There's a substantial difference in terms of art style and architecture between older locations that haven't undergone renovation compared to the more luxuriant and retro futuristic style you can find near the city's metropolis, especially in the major industrialized areas powering Eden's self-sustaining ecosystem. Our Lead Modeler Richard Gardner, started by compiling a moodboard that he used as a reference to develop the following industrial scene, while keeping a modular design to ensure Level Designers can restructure and scale it according to their needs, both for gameplay and aesthetics purposes.

Moodboard:


CryEngine 2 in-game screenshots:

Industrial Scene Industrial Scene Industrial Scene Industrial Scene Industrial Props Industrial Props Industrial Props Industrial Props Industrial Props

And since you've been asking, our project is going well and you can expect to see a lot more in the near future. Here are a few more assets to finish this article:

May - Media Update May - Media Update May - Media Update May - Media Update May - Media Update

Join us at Mechanicalsheep.com for further updates, art and information. We welcome questions and criticism and hope to hear from you by email or on our community forums. We are still actively recruiting character artists, level designers and coders. Visit our jobs section to see how you may be able to contribute.

Thanks for your time. We'll be discussing the story, world and game design of Eden in the next entries of our developer diary, giving you a glimpse of what you can expect from this unique singleplayer experience.

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SIGILL
SIGILL - - 1,157 comments

Nice, I love the in-game screenshots, well done!
But.. what is this Moddb.com ?
Is it a lamppost?

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PureAnarchist Author
PureAnarchist - - 9 comments

Yes, it's a lamp post.

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RogerRamjet
RogerRamjet - - 1,564 comments

Looking amazing guys... watching...

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hushpuppy
hushpuppy - - 761 comments

How much polys do you pend on a prop like this? Are you moore free to do what you want in the cryengine 2 or do oyu till have some bounderys? I mean in most cases you can see that they are pretty low poly, but do you have the freedom to crank the poly count up a bit compared to lets say the Unreal Engine.

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IchII3D
IchII3D - - 6 comments

Polygon counts in Crysis are slightly higher than Unreal, it does after all require higher specs. But generally speaking most single props aim for under 1000 triangles, with reduction to 300. The highest polygon model in that scene is the stairs, which are 1300.

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CloudAge
CloudAge - - 122 comments

Lol, sweet guys! looking good!!

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vfn4i83
vfn4i83 - - 692 comments

Outstanding work

Everything is just wonderful, really nice concept.

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Mars_3K
Mars_3K - - 729 comments

"Moodboard" - love it! :D

Your work there looks a lot like the Stalker underground maps. Very nice.

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