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What was once a static animated effect is now real time with dynamic interaction and refraction. The water bounces off surfaces and is affected by gravity, causing it to pool. The water volume is not generated by the water particles, it is a separate volume with its own properties.

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

-SweetFx

-Camera Tools by Frans Bouma

Uros Begovic has reworked his classic Trespasser comic cover.

The simple textures i've whipped up using default Crysis materials is actually pretty neat. These cliffs turned out better than expected, but they needed a lot of work to clean up the extreme triangluation in the corners and on the edges.

Work in progress shot of the white InGen utility seen throughout Trespasser.

Just a low res in-editor screen capture.

I'll never forget seeing that structure for the first time and wondering what was down there. Then a raptor bit my curious ass.

A while ago someone asked for a shot above the tree line, so here it is.

 

This shot was taken where Anne first see's the Brachiosaur in the original game. Looking back towards the beach you can see how thick the canopy looks from overhead.

 

I've been working on the TOD again, I started fresh and am working on a full 24 hour cycle.

 

The time here is about 5:30pm.

Even with just the couple of textured models in this shot, its already made a big difference to the quality of the Town.

 

Power Poles, Street Lamps, Bench Seats and the Statue are the only new additions here, plus a few power lines connected to the poles. The water looks pretty nice in the base of the statue, i might put some leaves floating on the surface if i get a chance, the same goes for Wu's pool when i get to it.

 

Still lots to do, but its getting there.

 

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