Hi! I have recently been studying towards my Bachelor’s in game design and graphics, but we did not have a final project to work on other than the actual thesis. So I decided to start working on something on my own instead! I just recently started playing through Lost Coast and thought that the monastery in the beginning of the game needed a face lift. Hence, I present Half-Life 2: Lost Coast Monastery Remake!
I have been working on this on and off, while writing my thesis, so a lot of progress has not been made for quite some time now, and the few updates that were made were posted on Polycount which you can find here: http://polycount.com/discussion/168417/uddebos-wip#latest . But I decided to move this thread here instead since I probably will come across problems and questions regarding UE specifically.
So, a breakdown of what I have done previously can be found in the link above, but let’s post a few screenshot of where I was by the time if the last post:
http://i.imgur.com/r8D9cU0.jpg
http://i.imgur.com/kPwq3FD.jpg
http://i.imgur.com/a51hMGM.jpg
Awful. Anyway, I had basically finished the block out phase of the scene and had started to create some reoccurring assets while also experimenting with the lighting. Nothing has really changed in my workflow, since I am still focusing on the overall mood of the scene with reoccurring assets and the lighting. I have also taken some liberties with the scene and added some foliage since I wanted to experiment with foliage rendering.
http://i.imgur.com/t0Okxv2.jpg
http://i.imgur.com/0dx3G4S.jpg
http://i.imgur.com/haXKujb.jpg
I lowered the directional light from around 100 to 25, which gave the scene a colder and more ominous feeling. The added colder textures helped with this as well. It should be noted that a lot of the actual building is not yet textured and shares some materials with textured parts to get a similar looking environment 'til they are finished!
The particle system I created was a super simple dust-flowing-in-the-air system which I added to some god rays shining in through the windows and cracked ceiling. The particles have a pulsating emissive output which hopefully will simulate the spinning and falling particles. The high angled image above was taken right at the wrong time as the particles look like snowflakes. So here is another image which hopefully displays the subtlety:
http://i.imgur.com/JqvpRo6.jpg
I got a long way to go and I would love to get some feedback from you guys! Whether it be modeling, texturing, particles, rendering… Sock it to me! I have been battling with rendering foliage for a while now so if you have any magic in that department, that would be great!