/* Four Six is a theme by realvermin. Please don't remove credit! */ The Cetan Megaweapon

The Cetan Megaweapon

I'll tell you how the universe was created.

The Dormant Weapon//Biohazard Project//Warsow Project//Unvanquished// Ask

Extracted a heightmap from google earth [a lengthy process involving several 3rd party applications] and imported the heightmap into Unreal Engine 4 to start sculpting a game world referencing the Devils Path from the Catskill Mountains in New York, the setting for a horror game project.

Testing out materials in Unreal. Both textures used in the materials on screen are hand-painted. Simple shader setup for quick in-engine visual testing.

Working on a low-poly wall model, threw it in Unreal before any UVW mapping just to get the scale and feel for it. Made a custom shader script with a texture I found online [too lazy to make one of my own at the moment]. This was a preliminary test for a Halo ODST-inspired set piece in the Unreal Engine. Thought the backwards height fog made a neat effect on the back wall so I just messed with it and left it. The wall will be mapped, textured, and I’ll add some pipes, hoses, wires, and other details to the final model.

I wrote a step by step tutorial on modhalo.net on how to paint forerunner textures in photoshop. You can read it here.

I wrote a step by step tutorial on modhalo.net on how to paint forerunner textures in photoshop. You can read it here.

Did a couple quick sketches today, trying to find a good starting point for a series of Halo: Combat Evolved maps/mods that I’ll be working on. Spent the last couple months reading documentation of programming/scripting/shaders/and getting models in-game. I’m playing with the idea of writing a whole side story or possible alternate universe based on the Forerunners. I love the environments in Halo, but have never been a fan of the story or anything else from the series. The worlds and structures speak for themselves and tell volumes of stories so I’m going to attempt to build a universe of my own.

Decided to go back in time to work with Quake III Arena mapping. I’m focusing on coding shaders for my old textures.

Decided to go back in time to work with Quake III Arena mapping. I’m focusing on coding shaders for my old textures.

As I’ve had recruiters and art directors going through my portfolio at random, I thought it was time to get in gear and work on an impressive project that will show my skills as a designer. I’m working on a forest scene that will include elements from several categories ranging from organic to synthetic to display my comprehension in building and texturing assets of any type necessary to convey a proper game atmosphere. The materials I painted on this terrain are from an old snow set I did a while back, now repurposed as a placeholder material. The scene will be a river mouth from an intro scene to the horror game I’ve been writing for years. I’m working on details using concept art as I build, my main inspiration being one of my most favourite photographers, sabbat noir. I think it’s time to finally visualize and virtualize.

Fog and lighting can change the entire mood in stark contrast.

For the first few stages of environmental design, I have to start with three programs.
First, blocking out the basic layout of the level.
Second, modeling assets and set pieces with scale in mind, using the blockout from Unreal as reference.
Third, Photoshop for texture work.
Then back into unreal for importing all the art and arranging, lighting, adding particle effects/fog/etc.

This particular set is going to be a run down hotel. Got the motivation for this style when playing Silent Hill Homecoming.

thenegaverse:

Miss Anneliese

I’ve been writing a horror game for the past five years that’s evolved quite a bit. I decided to name the main character after a good friend of mine who has inspired me more than she could know, the real Miss Anneliese. In any case, it will be a beautiful project.

thenegaverse:

Miss Anneliese

I’ve been writing a horror game for the past five years that’s evolved quite a bit. I decided to name the main character after a good friend of mine who has inspired me more than she could know, the real Miss Anneliese. In any case, it will be a beautiful project.