The Secret World
With the Secret World I focused on modular environment design with using atlas textures. I did a mark up with the concept art to plan what assets to create as well as setting up a priority level.
One of the challenges of a night scene was creating the lighting as well as the light reflecting off the wet street. This was accomplished by use of a reflection sphere. The windows are boxes with lights set up inside to give the illusion of interior rooms. To give the illusion of light reflecting off the fog I gave it an emissive map in its Material. The Buildings hiding in the background are low poly models with masking so they fade in the fog. |
Development Deadline: 4 weeks
Software Used: |
Scene Breakdown
Asset Models
This is a gallery of the assets used to create the scene. In my file system I organize by priority level with consistent naming convention.
- Left: Wall, Floor, Doorways, and other assets that were used to create the scene. Other scenes can be created using these modular assets.
- Middle: Scene detail assets to help set up the scene. The signs have an emissive map to help them stand out.
- Right: Background Assets. Signs, pagoda pieces, skyscrapers, and other assets.