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Here's how the waterfall is looking. Added some more particles to the base for more impact and also some larger ripples that fill the whole pool at the base.

 

More vegetation around the entire area and also a rainbow added to the mist.

 

In the bottom left you can just see a splash from the cascades that flow down into the valley.

I decided to do a little more work on the dam and add some guard rails and a couple of sets of stairs. There will need to be at least three more sets of stairs to finish it, but its all just temporary stuff made from Crysis assets.

 

I haven't added any trees to this part of the island yet, i'm going to save that till im actually up to this area. Placing vegetation is something i spend a bit of time doing, taking into consideration the available light, terrain shape and altitude and also how far inland it is.

 

I'm planning to add a building to the top right hand side of the dam wall, on the water side. This building will be very old and i will base my designs on Buntzen Lake Power Station, which was built around 1903.

 

There will also be an Outlet Tower at the rear of the dam, which will be accessible via a catwalk over the water and also a tunnel that runs under the water. I also planning to add a large outlet pipe that will flow into a river that flows down to the start of the valley. This is just there for detail and will most likely be non functional. You should be able to climb into this pipe, you might find something in there.

 

The design of the actual dam model, will have an overflow cut out in the top right corner, with a catwalk over it. Hopefully i can make it so that the overflow section has actual flowing water over the cut-out, that feeds into the catchment at the base.

 

On the left hand side of the wall, a large concrete pipe will exit near the base, and travel all the way to the town, where it will meet up with the water treatment facility.

 

The building at the base of the dam, will most likely contain a puzzle that allows players to open a secret area, giving access to Harold Greenwood's body and probably some good loot.

Here is a reference shot for the shooting range in Trespasser. Click between this and the previous image for a comparison.

 

What do you think?

 

Trespasser Rocks! Check out all that vegetation!

This was from 1998, 9 years before Crysis!

 

It kind of makes my version look bare doesn't it? I have not finished my scene yet so it will be a lot more populated soon.

 

I'm not into over saturating my levels with excess vegetation though. I'm more interested in precise and realistic placement along with subtle and controlled texturing to create a more realistic look.

Heightmap imported into CE2, surface texture generated, fog density increased in time of day, time set to 6:20am. Some further "photographic" adjustments were made in Lightroom to make it a bit prettier.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Click between this image and then next, to see a comparison between the original level and how the new version is looking.

This is where it all began, the beach Anne woke on after the plane she was travelling in, crashed into the ocean. No vegetation and only basic textures so far.

This is a reference shot for the previous image. Click between them to compare the scenes.

 

Scale seems off, but this is because of the Trespasser engine having a different style of rendering. It makes everything look further away then it is in the CryEngine. It has taken me a while to adjust to this rendering difference, and i've been unable to replicate it with different FOV's.

 

The Brachiosaurs also throw the scale off, as they are undersized.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

This is the same scene as the previous image, only with improved texturing, vegetation and some basic solids for the InGen resort construction in the background.

 

Still to come are decals, more vegetation, debris, actual textured models instead of just solids and just more all round improvements.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

This shot was taken on the West side of Mt Watson, looking back towards the Beach. On the horizon you can see all the trees that have been placed in that area, which are visible for the entire length of the island. No pop-up here!

 

I used a curved concrete wall and scaled it many times to make a temporary Dam wall. A water plane has been placed behind it and the time set to around 7:00am to give it some shine.

 

Its hard to see, but there is actually a hummer type vehicle on top of the cliff in the top left corner. This is the new road i have created that ascends the mountain following a series of switchbacks.

 

The lens flare was added using photoshop :-)

Cant wait to see a dinosaur drinking from that pond..

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

This is one of the more recent renders done in WorldMachine.

Here is a view that's never been seen before in Trespasser.

 

Since the very beginning of this project, one of my primary goals was to be able to stand on the top of Mt Watson and look over the entire island. Mt Watson is huge and dominates the horizon nearly everywhere you go. Standing on the top, its possible to look back to the beach and still see this construction site and all the surrounding trees. Sprites of course.

 

This engine is truly amazing.

The rear of the shiny metal case.

-Nvidia DSR = 6880x2880 (5K 21:9)

-SweetFx

-Camera Tools by Frans Bouma

This model was made from scratch using Lightwave 5.6. It was made by placing each vertice individually, not subdividing an object then manipulating its shape.

This shot is taken from the town end of the valley the dam is in. The only environmental objects are some grass and other assorted small plants that are automatically distributed over the grass texture.

 

I can't wait till this valley is full of vegetation and you can see the dam wall in the distance :-)

-Nvidia DSR = 6880x2880 (5K 21:9)

-SweetFx

-Console commands

From this angle you can see the trees that now cover the surrounding hills.

 

I'm really looking forward to replacing the resort solids with an actual textured model, it will look a lot better.

Looking at the Beach from the South East hills.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

I think every game asset in C2 might be present in this level. But at what price?!

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Okay, after a lot of tweaks, i think Mr Rex is pretty much done. Side on is the best angle for him, but a lot of the tweaks were for his profile front-on, around the eyes and brows. I got rid of quite a few poly's and then added a few here and there. The eyes needed to be updated so a few more poly's went into an actual sphere for the eye ball.

 

Poly Count: 4295

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.

1080p - 8x MSAA

PS color + contrast adjustment.

The booklets. The one on the left includes a code for the bonus APC, which, FYI, was in the Multiplayer beta.

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