So, I was bored of blocking a whole level just now and needed a change of work. Figured I might as well mess around with some assets to get some kind of initial style/mood and idea for placement of stuff.
Note: This is neither made for my usual level of quality, nor a final use of light & fog. Also, the Depth seems to bug out on me right now, so now glowy parts. And yes, no tree outside to make it look less than just a tunnel with a skybox.
For those of you who usually come and annoy me with your pesky questions:
Time spent: 10 Minutes (most of it having Lightmass running. Stupid Lightmass being so slow even with volume.)
Program used: Unreal Development Kit
Assets: A few stones, rays & plants from the regular UDK
I design this for some nice Portfolio stuff (full documentary on the level, the process of it's creation, it's different stages, etc, can be found sometime later on my website, that isn't done being coded yet)
No, I will not make Terrain for your map.
Yes, when I'm done, I'll probably use you all as testers for this and gather your feedback before doing a final run on it.
Hrm, not long for the basics. Lots of good Tutorial videos. Going beyond the basics takes longer. Especially in terms of performance and all that. And UDK doesn't cost money, it's free. If you sell stuff you made with it, you gotta pay Epic after a certain amount though.
CryEngine 3 is more of an outdoor editor, really. Indoor doesn't really work that great with it, if you ask me. And the scripting is even more annoying than Kismet. And yes, I used it before you guys started to "get" Crysis 2 :>