tag:blogger.com,1999:blog-83944560341394352592023-11-16T11:56:11.279+00:00meshcarvermarc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.comBlogger56125tag:blogger.com,1999:blog-8394456034139435259.post-69658533155811348532015-01-03T12:28:00.000+00:002015-01-03T12:28:34.962+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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THUMBNAILS</div>
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After watching Feng Zhus latest amazing video, I felt inspired to at last try my hand at doing a page of thumbnails... </div>
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These took 5-6 hours but it's my first go at this and so I'm looking to speed up my process..! </div>
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I tried to get in a lot of variation, both of subject matter and values- it's quite a challenge.</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com1tag:blogger.com,1999:blog-8394456034139435259.post-28758206373887055912014-12-13T10:34:00.001+00:002014-12-13T10:34:54.870+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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MORE CONCEPT ART</div>
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After eeking away at this, I've finally got my new concept piece done... this one is showing a typical scene you can expect to encounter if you're ever unlucky enough to find yourself in the vicinity of ++ THE FEEDERS ++</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKYAMx-ffhga2HelHmSyyewm111JzoNHpomjBDZhUqD2Ba7uJenUNaUuITqL_T5BMwiNUPWv_GDX9K2Am15OPIOD3HtcDiDxFuLwPRCHOuK1WdoPbQ_kZUD8pRdChX08uEK1HXIEiH0Z4Z/s1600/NOVA+ZONA+CONCEPT+05.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKYAMx-ffhga2HelHmSyyewm111JzoNHpomjBDZhUqD2Ba7uJenUNaUuITqL_T5BMwiNUPWv_GDX9K2Am15OPIOD3HtcDiDxFuLwPRCHOuK1WdoPbQ_kZUD8pRdChX08uEK1HXIEiH0Z4Z/s1600/NOVA+ZONA+CONCEPT+05.png" height="250" width="400" /></a></div>
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This area, which should measure about 3kms by 3kms can be thought of as a perimeter around the centre of NOVA ZONAs affliction, and is directly linked to the incident that unfolded to create a New Zone on the once relativity uneventful <i>Border Island</i> (<i>Kordonu Ostrovy</i>).</div>
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If you did manage to somehow pass this "perimeter", your life would be almost immediately on a count down as there is yet no known way for living beings to survive for more than 20 minutes in the actual Ground Zero of NOVA ZONA... hence, there is a lot of interest and exploration attempts to pass THE FEEDERS as who is to say what you could find where few have managed to tread and return..?</div>
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The vague similarity to a Concentration Camp is intentional- I visited the Dachau Concentration Camp a few years back and was struck in all sorts of ways, but the visual appearance was absolutely horrific to me.</div>
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As for the relevance of the actual spheres themselves- lets just say that <i><u>there are <b>exactly</b> as many of them as there were civilian inhabitants on Border Island</u></i>... each one represented a once living person, now long dead.</div>
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Where you see a full single sphere- <i>that was an adult</i>. </div>
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Where you see clusters atop each other or otherwise joined- <i>that represented a family unit</i>.</div>
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Where you see a half sphere- <i>that was an infant</i>.</div>
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So from this hopefully you can begin understand the horror of what the Border Island Authorities were actually involved in, and believe me- <i><u>it's not even close</u></i> to revealing the enormity of what they were doing over a very long period of time- that part you will have to discover for yourselves.</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-15631630066189720082014-12-02T08:11:00.001+00:002014-12-02T08:11:17.457+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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MORE CONCEPTS</div>
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Two more concept art peices here, one for NOVA ZONA and the other was directly inspired by THE LAST OF US.</div>
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With the NOVA ZONA image, I roughly modelled out the scene first, dropped a few lights in and rendered it out and used that as a base to start painting over. The main advantages of this method is you can obviously nail your perspective spot on from the off (I adjusted the lens also, to be a bit "fisheye"), and you can tweak the light sources until you're more or less happy and then go from there.</div>
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I was trying to create another atmospheric piece, this time of an interior that subtly hints at an Anomaly down that big round tunnel- hence the greenish blue glow. </div>
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During the process I had all sorts of variations of anomaly drawn up, but the more in your face they were, the less convincing they seemed to me- I even had loads of greenish yellow gas pouring out of the entrance but it seemed too over the top for what I have in mind for NOVA ZONA... </div>
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I even sketched in a Stalker, pressed right up against the wall under the light to show him trying to summon the courage to turn the corner but it made it look too "gamey"!</div>
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I also decided to do one directly inspired by THE LAST OF US as I've never played it but have seen enough of its development artwork to really want to have a go myself.</div>
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From seeing various screenshots, I really liked the way their artists tried to convey a sense of nature reclaiming the earth after mankind has gone and also that the apocalypse doesn't necessarily have to be a grim and desolate wasteland all the time- there could be little pockets of beauty and graceful decay if you were to look hard enough.</div>
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Again, I'm trying out different techniques here, having first done a very basic model and light pass and used that as the basis for starting the paint over.</div>
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There were a lot of little details in this one that needed fleshing out, so it took a little longer than it should have really.</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-63077951525068349672014-11-15T10:04:00.001+00:002014-11-15T10:04:58.855+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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CONCEPT ART 03</div>
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Hi, another concept piece here as I'm finding it close to impossible to grab any meaningful free time to work on the actual objects as I'm also trying to get acceptance on to a Concept Art Class early next year so have to dedicate a bit of spare time to that end.</div>
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In a way, it's a nice compromise as I can build up my folio alongside fleshing out more ideas for NOVA ZONAs vast landscapes too...</div>
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Anyway, I hope you guys like it. :)</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-75984343753578466872014-10-26T14:04:00.000+00:002014-11-16T04:56:44.610+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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CONCEPT ART PRACTICE</div>
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This is an image I completed using a different technique, as I'm currently trying to refine my concept art.</div>
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I started with a photo plate and used that to colour pick and to get some values from- this is the end result.</div>
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I'm pretty happy with it as it only took about 5 hours and was really good fun- it's a nice way to approach a piece. I tried to rely as little as possible on the underlying photo, drawing over most of it and completely creating a new environment.</div>
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This image was inspired by a great tutorial by the amazing <a href="http://www.shaddyconceptart.com/" target="_blank">Shaddy Safadi</a>..!</div>
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It's a great way to create a nice clean sharp piece from a photo, and the method lends itself to being really flexible as everything is on its own layer with a corresponding layer mask.</div>
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I chose this photo as it presented quite a challenge because it's in values only and those values are really close together- it took a lot of squinting to see the value separation and I resisted the temptation to "fog out" the background behind the train to make it pop more than it does in the photo.</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-86591550229499425922014-09-24T11:02:00.002+01:002014-09-24T11:02:57.400+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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3 SHOT VARIATIONS</div>
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At the risk now of over using some structures, I've taken three shots of the same scene to again show how much the atmosphere can change on NOVA ZONA- I haven't got time to create any new structures right now and won't have for the next few months so this'll be it for awhile unfortunately.</div>
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Either way- I hope you like them...</div>
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And most important of all, follow this one simple rule at all times when on NOVA ZONA:</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-65613909131599046322014-09-22T04:11:00.001+01:002014-09-22T04:11:45.276+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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WHAT A DIFFERENCE A DAY MAKES, TWENTY FOUR LITTLE HOURS...</div>
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Two shots with two purposes: </div>
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<i>One </i>to show the difference a single day can bring forth whilst traversing NOVA ZONAs many splendid environs.</div>
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<i>Two</i> to answer numerous requests by certain <i>unnamed</i> individuals seeking sun soaked Zones. (Ie: "<i>Why is it always f&*$£!g raining in NOVA ZONA..?!</i>")</div>
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++ IN THE LOFTY HEIGHTS ABOVE THE NEW ZONE, THERE ARE <a href="http://www.meshcarver.com/screenshots/INGAME_22.png" target="_blank">SOARING ANGLES</a> THAT BREACH THE CLEAR DAWN ++</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjP64vZcRaluQfrIDrRAwmdRoLVgbWgnUAG_L1ve-SV32kZe78GN9qWOX0fzY6EQ_1vTxN1_LKFNA5k4lL86vxqtIrhP4_NCcqd5sa7b_jPVgQUNgTdW0v1RDr2X9NRuA9OnGmC_HiJGvbl/s1600/INGAME_22.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjP64vZcRaluQfrIDrRAwmdRoLVgbWgnUAG_L1ve-SV32kZe78GN9qWOX0fzY6EQ_1vTxN1_LKFNA5k4lL86vxqtIrhP4_NCcqd5sa7b_jPVgQUNgTdW0v1RDr2X9NRuA9OnGmC_HiJGvbl/s1600/INGAME_22.png" height="250" width="400" /></a></div>
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++ IN <a href="http://www.meshcarver.com/screenshots/INGAME_23.png" target="_blank">DARKNESS SHEER</a>, TRAPS AND SNARES WITH HEIGHT SHALL INVADERS CLEAR ++</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrbloGnFDVO6f2bslXHugUj-spOiJR5XmD2DzEhLNGOAZXNONpIm9soZ30ZytiFfzPnXhKt7qWbQgP_7lNQ1al6LckT1LTIPGsDMJWhNvQv6vzpyW5e7WN5h4L9kna4gOqIwK8Q2NQ7Y1Q/s1600/INGAME_23.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrbloGnFDVO6f2bslXHugUj-spOiJR5XmD2DzEhLNGOAZXNONpIm9soZ30ZytiFfzPnXhKt7qWbQgP_7lNQ1al6LckT1LTIPGsDMJWhNvQv6vzpyW5e7WN5h4L9kna4gOqIwK8Q2NQ7Y1Q/s1600/INGAME_23.png" height="250" width="400" /></a></div>
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The "++" quotes above and below are taken from a <i><b>guide</b></i> that will <i>accompany the release</i> of NOVA ZONA: "<i><b>SURVIVAL BY MEANS OF DECEPTION THEN EXTRACTION FROM THE NEW ZONE</b></i>"</div>
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<a href="http://www.meshcarver.com/screenshots/NOVA%20ZONA%20LOGO%20KILL.png" target="_blank">++ THIS PLACE EXISTS TO KILL YOU ++</a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTBDNV_pNtmoYrbBdkEYCRAFq4CNhnE9q20iclIrOj5TGvX4sbEjEPXIsscsLRCM7_ltSF6ej_kPZ1A7s29DXSXAi-jx6OQX4rHB9ZBk9fLv6fUg7hh15pFpUH1hCwsjhIyo-eQP-KlhrS/s1600/NOVA+ZONA+LOGO+KILL.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTBDNV_pNtmoYrbBdkEYCRAFq4CNhnE9q20iclIrOj5TGvX4sbEjEPXIsscsLRCM7_ltSF6ej_kPZ1A7s29DXSXAi-jx6OQX4rHB9ZBk9fLv6fUg7hh15pFpUH1hCwsjhIyo-eQP-KlhrS/s1600/NOVA+ZONA+LOGO+KILL.png" height="200" width="320" /></a></div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-22326141626324968552014-08-09T06:51:00.001+01:002014-08-09T06:51:52.014+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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ANOTHER QUICK UPDATE</div>
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Hey up, as I'm again pushed for time, here's three screen shots I've taken to show a new building in the engine and also a shot of the Raised Block again- this time with a sister..!</div>
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I read elsewhere that it's always seemingly dark and stormy on NOVA ZONA- this is just for the purposes of all these screens- in the final map, the sun will be making an appearance and there will be the full range of weather situations, although it be biased about 65% to stormy/gloomy weather.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpGYpCB0enkb0AvOV-rFLgpT4_BJRLcEi49ELOF3zqTt4ymkVXP506pvfTNSgCfMo-6OyDgM76_391RAxAKotqCSyPBxrPlxGM3T1fBsXDq7Jf_BRey_i_K20HcOs23-RJbCJ3_PbMgqkF/s1600/INGAME_19.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpGYpCB0enkb0AvOV-rFLgpT4_BJRLcEi49ELOF3zqTt4ymkVXP506pvfTNSgCfMo-6OyDgM76_391RAxAKotqCSyPBxrPlxGM3T1fBsXDq7Jf_BRey_i_K20HcOs23-RJbCJ3_PbMgqkF/s1600/INGAME_19.png" height="250" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgC3fs3jX_5ZXtMGSkRknLVPHqAZZdhV77Y6JkjHoSsItRiQfH6s0XeN8b8SZcOgcTY41pN5IRijGQ3-lyHywRJlp4FvuMB8PYY7J3B1SD_HWsMQg-MWLjC9dG5FapwQ-JL2lJL6ftMPS62/s1600/INGAME_21.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgC3fs3jX_5ZXtMGSkRknLVPHqAZZdhV77Y6JkjHoSsItRiQfH6s0XeN8b8SZcOgcTY41pN5IRijGQ3-lyHywRJlp4FvuMB8PYY7J3B1SD_HWsMQg-MWLjC9dG5FapwQ-JL2lJL6ftMPS62/s1600/INGAME_21.png" height="250" width="400" /></a></div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-39857859149785020862014-08-08T03:40:00.000+01:002014-08-08T03:40:55.540+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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GENERAL UPDATE</div>
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Wow, it's been awhile but I'm having a really difficult time to find any time to work on NOVA ZONA right now, but I've managed to scrape together some more progress and I'll just dump some images and videos here without much description guys- I'm really pushed for time as always..! :(</div>
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If you want to read about development please check out the thread over at BI Forums as it's always kept up to date:</div>
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<a href="http://forums.bistudio.com/showthread.php?142308-Large-S-T-A-L-K-E-R-inspired-Island" target="_blank">http://forums.bistudio.com/showthread.php?142308-Large-S-T-A-L-K-E-R-inspired-Island</a></div>
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Anyway, here's the dump lol:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKCXehOAqomHKlELX0BhJqUCqicNDwIleqZtZ1_J5HGC6ejuFdqr_N074_NZxNl-6LwS2XkYuJTDTvwU-j2hAzajPgP88DcF8Qmd5sAhHHdVVCua5Nzg96pWCEGrtmzzc-qjgWL867_X-U/s1600/INGAME_14.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKCXehOAqomHKlELX0BhJqUCqicNDwIleqZtZ1_J5HGC6ejuFdqr_N074_NZxNl-6LwS2XkYuJTDTvwU-j2hAzajPgP88DcF8Qmd5sAhHHdVVCua5Nzg96pWCEGrtmzzc-qjgWL867_X-U/s1600/INGAME_14.png" height="250" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIyJ6X4-hlPiIEp0PqyDGcnC2beGBIE2IwZUdmeCBuT05N4dJU-mjvJqPKRnobtmLSu4eHqhwAhiBRXWn988olflDGR-XSMYructoWETW87DmuUDBZsnOkvg5Kv84tt6zC-ehoIxynuDV/s1600/INGAME_15.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIyJ6X4-hlPiIEp0PqyDGcnC2beGBIE2IwZUdmeCBuT05N4dJU-mjvJqPKRnobtmLSu4eHqhwAhiBRXWn988olflDGR-XSMYructoWETW87DmuUDBZsnOkvg5Kv84tt6zC-ehoIxynuDV/s1600/INGAME_15.png" height="250" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDM0gdF2Bf4Q6fRLwySU5DZuZ9AxUo3GVIQzfvqShgxpMKoDJUDUBjq9Te2Tm2Hga0He-a8eYoID01EJKRZOPLnCGkb3xitvDdb6Xy6JbNY8BGHkEBMTjfc0qV5dXYJp2I6V_BUYBUukWD/s1600/INGAME_17.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDM0gdF2Bf4Q6fRLwySU5DZuZ9AxUo3GVIQzfvqShgxpMKoDJUDUBjq9Te2Tm2Hga0He-a8eYoID01EJKRZOPLnCGkb3xitvDdb6Xy6JbNY8BGHkEBMTjfc0qV5dXYJp2I6V_BUYBUukWD/s1600/INGAME_17.png" height="250" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM60x_FQC6i9sjH-_Q1CS86sn4BJ1tvgsUXR_ogErEpyxfQrT6KzHp3exsRNISSAxbUZZyRDm8NE7i3TTildeWyAHhiSWtUPridJ9eYWuGa4fOQVLUw1MRlvY5M4l8j-zYcR7ZavbxuMXg/s1600/INGAME_18.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM60x_FQC6i9sjH-_Q1CS86sn4BJ1tvgsUXR_ogErEpyxfQrT6KzHp3exsRNISSAxbUZZyRDm8NE7i3TTildeWyAHhiSWtUPridJ9eYWuGa4fOQVLUw1MRlvY5M4l8j-zYcR7ZavbxuMXg/s1600/INGAME_18.png" height="250" width="400" /></a></div>
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And here's a couple of videos too to showcase the general atmosphere you'll find in NOVA ZONA:</div>
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<object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="https://i.ytimg.com/vi/AIs60w_jc-c/0.jpg" height="266" width="320"><param name="movie" value="https://www.youtube.com/v/AIs60w_jc-c?version=3&f=user_uploads&c=google-webdrive-0&app=youtube_gdata" /><param name="bgcolor" value="#FFFFFF" /><param name="allowFullScreen" value="true" /><embed width="320" height="266" src="https://www.youtube.com/v/AIs60w_jc-c?version=3&f=user_uploads&c=google-webdrive-0&app=youtube_gdata" type="application/x-shockwave-flash" allowfullscreen="true"></embed></object></div>
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/iUCir17eGt8?feature=player_embedded' frameborder='0'></iframe></div>
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Well there you go- I'm sorry I haven't got more time to describe in depth these latest updates, but as I say, you can always check out the BI Forums link if you want to know more..!</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-87120620056077895162014-05-05T06:00:00.001+01:002014-05-05T06:00:54.837+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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SPHERICAL PRESSURE VESSELS</div>
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Ok, I've managed to squeeze in some VERY late nights here, and eventually finished the new structures I've been working on at last. </div>
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These are medium sized Spherical Pressure Vessels, and there's two variations of them- one is the basic one and the other is linked to the "underground" (Don't get your hopes up yet!) by an inlet pipe and has a raised platform accessible by stairs.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis4sy1XtmGEVGd8G2OCL36awspMvMnRYOekaKBVVozkeKlAezsDBE6wWZTP2wx-5FPASBrzG9qLLtqfuGz7Lk-QXd7oRkOkjRd2E6emjMrZPfkD1dZHpoiJHHjcpPpH4e2SWQg2ERKZYg9/s1600/DEV_SHOT_57.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis4sy1XtmGEVGd8G2OCL36awspMvMnRYOekaKBVVozkeKlAezsDBE6wWZTP2wx-5FPASBrzG9qLLtqfuGz7Lk-QXd7oRkOkjRd2E6emjMrZPfkD1dZHpoiJHHjcpPpH4e2SWQg2ERKZYg9/s1600/DEV_SHOT_57.png" height="226" width="400" /></a></div>
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I've always loved the strange look of these containers when I see images of them or in real life- they look like they might just start walking towards you or something..! </div>
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I have chosen to make some for NOVA ZONA as they are such a weird and alien sight on the landscape and lend a feeling of other worldliness to the island. From a distance they really help to break up the horizon line with simple spherical geometry that looks very out of place- this is going to be a continuing theme in my development; creating large big bold basic geometrical shapes that will turn the skyline of NOVA ZONA into a very uneasy place to be. </div>
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I've changed them a bit from how they'd look in real life so as to fit better into this environment- things like making the base supports that horrible industrial tiling you used to get and rusting the hell out of them with drab colours.</div>
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I mentioned that these are medium sized vessels (Being 12 meters high from ground to top of sphere). I also plan to make really small ones about the height of a man and huge ones 2-3 times larger than these ones here- so you can imagine how freaky they'll look as they loom all around you in some dark Industrial Area of the map. I have in mind to create some areas that have <i>nothing but these structures</i>, so in effect you're surrounded by these strange spheres everywhere you look- it'd make for a unique environment I think! :)</div>
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Again, variations on all of these will play a large part in removing repetitiveness- I have some sketches down for how to chop and change these up and increase the alien feeling of them. ;)</div>
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Anyway, I hope you guys like them and here's a shot of them in game, just sitting there and waiting for the next unfortunate soul:</div>
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Also, as I am currently bogged down with RL work, I can't bite off another large structure right now so made a couple of VERY quick wallpapers of the NOVA ZONA logo with a few captions to capture the islands atmosphere:</div>
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The captions refer to the islands Industrial and Experimental background that went so horribly wrong- <i>there is a back story to NOVA ZONA</i> and I've fleshed it out quite a bit more, but you'll have to wait until release to find out for yourselves. Suffice to say it's not pretty and the island itself will tell the story if you can piece it all together...</div>
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As a final treat and because it's been so long since the last update I decided to make my first EVER Youtube video (Yahhh!) showing some of the structures I've already got in game and working. <i>There is a lot you'll have to excuse about this video though</i>- firstly I haven't the foggiest idea about best settings when recording (FRAPS) or uploading, so I don't think it's the best quality but maybe someone can PM me with some advice for future ref?</div>
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Also, as mentioned in the description this is a VERY BASIC setup that took me 1 minute to create in the Editor. I just picked a random place, then threw in these NOVA ZONA assets and placed OPFOR and BLUFOR on a collision course. If you look closely you'll notice the large Cinder Warehouses are "floating" slightly too- this is a very easy fix. Little things like oil drum/fences/sign posts are ALL still to come... </div>
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Ok guys, I hope you liked this update and I'd love to hear any feedback you might have. </div>
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It's probably going to be a LONG time again before I get the chance to work on this, but I'll try to find time when I can. </div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com3tag:blogger.com,1999:blog-8394456034139435259.post-56686325898634798042014-03-05T11:56:00.004+00:002014-03-22T05:04:03.444+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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CINDER WAREHOUSE 01</div>
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Hi all..!</div>
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Damn, it's been awhile but I finally found some time to get back on with my beloved NOVA ZONA project again..!!! </div>
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I've just finished this large warehouse type building, and based it off the many grim looking warehouses that are to be found all over Thailands industrial areas here (Which are fantastic for inspiration by the way..!). </div>
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As always, I'm trying to keep these in line with the STALKER aesthetic, but take them from a completely different approach design wise so they look new and unique- I don't want to simply reproduce the same structures we've all seen before.</div>
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It's a good challenge to build in large details like the overlapping sections on the sides and the large overhanging pipe that splits in two over your head when you enter- it looks pretty freaky when you're in game and you run inside in a rainstorm, look up with your torch on and it illuminates this almost organic looking structure. </div>
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In adding these large details, I also try to make the basic layout of these places easily navigable and readable so as not to confuse the player or stop the flow of AI patrolling through them. </div>
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With this one, there's basically the main front entrance (A large open end with a single concrete pillar dividing it) and two smaller holes knocked out of the bricks on the side. To get through the smaller one you have to duck. </div>
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Inside there's a couple of concrete bulkheads that hold up the large pipe overhead to crouch behind, and also four little stairways up to a raised platform for a better vantage of the entrance.</div>
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Anyway, here's a couple of basic shots of the structure from the front and behind:</div>
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And, as a special treat as it's been so bloody long, here's a shot of the Cinder Warehouse in game providing cover for three poor souls who are about to be lost to the Zone from God knows what... muhhhhahahahaha..!<br />
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Finally, I thought I'd show this building in game in day time too so you can get a better idea of what the sun shafts and overall look is like, so here you go guys- I hope it whets your appetites until the next update:</div>
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As always chaps, please feel free to ask questions, leave feedback/suggestions etc- it really does help to keep me going seeing people opinions and gives me a right old boost..!</div>
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Take it easy guys and gals..! :)<br />
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com1tag:blogger.com,1999:blog-8394456034139435259.post-68632102674390505552013-11-26T15:19:00.002+00:002013-11-29T04:34:39.813+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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NOVA ZONA CONCEPT ART 02</div>
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Well, here's what is definitely going to be my last update before I go back home to chill for 9 weeks- another atmosphere/touchy feely piece to get across the mood for one of NOVA ZONAs many Industrial areas scattered across the island.</div>
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Again, it is to show things like weather/forms/lighting/atmospherics and overall tone, and is not intended to be taken as a literal shot. Although, saying that, just doing these two pictures has given me a lot of ideas and is also helping keep me on the right track design wise- as it's so easy to go off on a tangent otherwise, so I might do some more of these further down the line.</div>
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Little details like the reflective dirty water puddles on the ground will be included (If ARMA 3 terrains allow it?) as they add so much to a scene. I know in films they will literally spray water puddles onto road surfaces etc before filming a shot, as it adds so much depth and contrast (Interest) to a shot before filming, so why not use that method here if the engine allows? ;)</div>
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Extensive piles of rubbish and debris, huge tall over bearing structures breaking up the skyline, electric pylon wiring and mist patches will all add up to create an atmosphere of dread and foreboding in the right weather conditions so I'll try my best to get those all in and working too.</div>
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Anyway, here's the shot- I hope you like it:</div>
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Worth mentioning is that I got a considerate PM from Ceh (Bohemia Interactive forums) who pointed out that my logo for NOVA ZONA is in effect incorrect..!</div>
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I think because the [I]"N"s[/I] are reversed it seems like Cyrillic, and so is an incorrect spelling unknown totally to me. He is suggesting numerous fixes/advice etc which is completely welcome but if anyone here is also in the know, PLEASE let me know how I could get around this issue, and if it's an issue that is too much of a mistake as to be unacceptable basically. Like saying North America is only 2 miles from Britain or something... but if it's still sort of acceptable, then I'm prepared to swallow it and go ahead with it how it is as I really like the look and feel of the logo- it's exactly what I was trying to achieve.</div>
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To my tiny English brain it looks and feels Russian..! ;)</div>
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The font has a reversed "N" by default so I took it as correct but it seems to give out the wrong message. :(</div>
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Either way, it's great to get this feedback and tell me where I'm going wrong (I have literally 1% understanding of Russian/Ukrainian/Cyrillic!) so I can begin to makes amends...<br />
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UPDATED: The NOVA ZONA logo is now correct. Ceh sent me some amazing advice about Cyrillic variations and I've applied what he suggested basically, so a big thanks to Ceh..! Wouldn't have happened without him.<br />
I've left the main NOVA ZONA in large fonts untouched as I really like the look and it's more appealing to us "Westerners", but the Cyrillic spelling has been added underneath and just adds another layer to the Periodic Elements look.<br />
A great compromise.</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com3tag:blogger.com,1999:blog-8394456034139435259.post-63440703158797530262013-11-21T10:30:00.001+00:002013-11-29T04:30:35.745+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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CONCEPT ART AND LOGO FOR NOVA ZONA</div>
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Hi again,</div>
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I finally got that concept piece done- well, it's more of a mood/atmosphere piece really, as I wanted to get down in an image the kind of feeling I'm going for with NOVA ZONA.</div>
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I tried to capture it as the sun was starting to set, as that's more of an evocative time for a location like this- and it's also a bit more symbolic for the island in general as its time in the sun has long since past and now everything is in a state of decay and is slowly being claimed back by nature.</div>
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Hopefully you can tell by this image the kind of landscaping I'll be using. It will be varied and also extreme in some places in regards to the changes Anomalies have wrought upon their surroundings...</div>
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As this is in the ARMA 3 Engine, it will also be larger and more spaced out- when you go into a swamp area, you won't be able to see the other side- you will have to do a lot of walking to get back out again. I'll scatter little single structures around to break it up in general, but the overall feeling will be very remote, bleak and ravaged. </div>
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I will be having clusters of towns and villages and the occasional Industrial or Experimental areas obviously but just wanted to get across that there will also be a lot of wilderness if you want to get away from it all and set up a camp fire. </div>
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The statue is a reference to NOVA ZONAs hugely experimental past. Man is holding aloft an atom, but is now himself ruined and crumbling- destroyed by the very thing he holds above all else. You can see more evidence of this in the middle background- the ravaged radio telescope and huge array on the mountains edge...</div>
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Anyway, here's the full res one, I hope you like it:</div>
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Also, I took a little longer as I wanted to get down a logo for NOVA ZONA too.</div>
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I wanted it to be a little bit different and strange, and have some relevant information in it too somehow. I didn't want it to be another clone of the Stalker logo, fantastic as that is, as I wanted this to stand out by itself as something separate and new. </div>
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After trying out a few ideas, I went down the route of trying to incorporate the "science/experimental" side of the islands history (As that's the sole reason it's in the state it is now..!), and came up with basing it on the Periodic Table Of The Elements. </div>
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I've changed up the smaller element names and the figures for the atomic mass. </div>
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The names are:</div>
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"unexpected"</div>
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"uncontained"</div>
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"anomalous"</div>
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"hostile"</div>
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which are obvious references to the creation and state of the Zone itself. </div>
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Also, the first three atomic mass figures each add up to 13. The last one, "101" is yet another reference, this time to George Orwells fantastic book, 1984 and the Room 101 where your worst nightmares are made real.</div>
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Speaking of 101, I plan on having the main Experimental area (Underground, if possible in ARMA 3) named "Laboratory 101" just so you know..!</div>
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Anyway, here's a larger version of the NOVA ZONA logo guys:</div>
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I have only 9 days left before I'm without my PC for 2 months, so will maybe do another concept/mood piece. If I do manage it (time is short!) then it will be more in line with what you're used to from the Stalker games.</div>
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It will be down on ground level in the midst of Industrial buildings, piping and overhead wires etc, and will also be darker with storm clouds and lightening etc...you know the kind of thing. </div>
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As always, any suggestions or advice is most welcome, as the feedback is a great motivator..!</div>
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Take it easy,</div>
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Marc</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-86445585357658064642013-11-14T04:46:00.002+00:002013-11-14T04:46:50.325+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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BURNT HOUSE 01</div>
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<br />Hey up,</div>
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here's what is probably going to be the last WIP update before I go back to Blighty for 8 weeks and chill...</div>
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It's a burnt house structure, of which there'll be MANY variations. This one is mostly intact still, but bear in mind others will be just corner parts, supporting beams or even just the foundations left over etc... Variations again.</div>
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I wanted it to retani the look of a strcutre, and only "gut" it out to a certain extent- many others will be almost completely gutted and will offer no shelter or cover.</div>
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...No refuge from Blowouts...</div>
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Anyway, here's an exterior and an interior shot looking up:</div>
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I hope you like it.</div>
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Now, I'm going to probably do a concept piece to try to show the feeling/atmosphere I'm wanting to achieve with NOVA ZONA. Basically I've got 2 weeks before I've got no PC access for 2 months, so will just take my time with it, as there's no point starting another WIP at this stage...</div>
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Anyway, I look forwards to hearing any comments guys..!</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-19409180703759829172013-11-02T03:50:00.001+00:002013-11-02T03:52:48.967+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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<span style="color: white; font-family: inherit;">METAL WAREHOUSE 01</span></div>
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<span style="color: white; font-family: inherit;">Hi all, </span></div>
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<span style="color: white; font-family: inherit;">sorry it's been awhile, but this one is quite large and extensive. Add to that the way I'm building all these structures is sort of modular in so far as it'll allow my to easily chop and change for those ever important variations so it all adds up to the process length.</span></div>
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<span style="color: white; font-family: inherit;">I've really tried to keep this as generic as possible looking, as I'm going to be using it (And various layouts of it) a lot across NOVA ZONA- some will have one floor, other will be really low with a slightly raised roof section etc to add variety.</span></div>
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<span style="color: white; font-family: inherit;">Again, I'm trying to get across a really strong form with these building- the silhouette is mostly key to do that and with this one I wanted it to almost read as a "church" or place of worship with its outline (Like NOVA ZONA's God was "Industry" or something equally as cheesey lol...) , hence the really tall peak to it which is staggered up by three floors. </span></div>
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<span style="color: white; font-family: inherit;">Entrance is gained through a small wooden door at the front, or through two large double doors at the back for vehicle access when it was functioning.</span></div>
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<span style="color: white; font-family: inherit;">The first two floors are accessible by creaky wooden stairs, and the third floor is only reached by a rusty ladder up to a precarious wooden platform where you can snipe and scope to your hearts content.</span></div>
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<span style="color: white; font-family: inherit;">The round green units inside are meant to be in the same aesthetic as the Stalker games, so I've tried to keep them functional looking but slightly otherworldly at the same time- like something you wouldn't really see in the real world. </span></div>
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<span style="color: white; font-family: inherit;">So you're not entirely sure what they were... </span></div>
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<span style="color: white; font-family: inherit;">The whole building is meant to be a sort of "Fermenting House" for some sort of grain or crop (Or is it..?), and that is the translation on the front.</span></div>
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<span style="color: white; font-family: inherit;">That's the main difficulty with doing this island- I want to try to cover all the bases like Laboratories/Factories/Admin/Houses?Stalker made Structures etc, but in doing so will have to create "average" approximations of each class- I can't get too specific otherwise the pattern will be too recognisable each time you see the same building. </span></div>
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<span style="color: white; font-family: inherit;">I think this is a problem for Island dev in general, just part of the challenge..! You have to be really selective about what you choose to put in.</span></div>
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<span style="color: white; font-family: inherit;">Things like populating the buildings with smaller objects will come later and will hopefully break up the repetition... fingers crossed..!</span></div>
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<span style="color: white; font-family: inherit;">Here's two interior shots too:</span></div>
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<span style="color: white; font-family: inherit;">Anyway guys, thanks for reading this and also thanks for the PMs I get too- it's really kind and helps keep me going with this..!</span></div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com1tag:blogger.com,1999:blog-8394456034139435259.post-37380196948212779012013-10-06T12:46:00.003+01:002014-03-22T05:09:11.959+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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HOUSE 05 INGAME</div>
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Hey up, here's a few in game shots of HOUSE_05 under different lighting situations.</div>
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This one is more in line with the kind of weather I'll be going for in NOVA ZONA. (Although I'll shift the .cfg's location to somewhere in Eastern Europe so it should be even more Stalkerish):</div>
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This one is a harsh bright day, so you can get an idea of the kind of texturing I'm going for, quite sharp and dirty- like it's been left in the desolation of the wilderness for years to start to decay and all the colours are getting bleached out of it:</div>
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And this last one is to show the brand spanking new lovely lighting effects in the engine and how the planks and holes etc can take advantage of them:</div>
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Bear in mind it'll only get that sunny VERY rarely, as it's mostly gonna be grim and grotty weather- so when the sun does come out, it'll be a welcome change... </div>
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I hope you like it and please feel free to comment on anything you see- it's like Xmas morning when I see people are giving feedback and really helps with motivation too.</div>
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Take it easy.</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-13060438054947798852013-10-03T04:54:00.001+01:002013-10-03T04:54:32.637+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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BUILDING CONSTRUCTION 01</div>
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Hi all,</div>
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ok, another update here- this one was a bit quicker to do than the Petrol Station, as it's a much simpler design and layout.</div>
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There are some like this in the STALKER game itself, and again I took cues from them (To retain the feeling) and tried to make them a bit more gritty and realistic. I will be doing a fair few variations of this too, as it's fairly low poly and is easy to mix and match to create a lot of differing layouts, even multiple floors too.</div>
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So expect to see some desolate huddles made up of these kind of half constructed buildings scattered throughout NOVA ZONA- the idea being that before the "Incident" the island was starting to become fairly prosperous and was a burgeoning thriving community.</div>
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Then it all went to hell...</div>
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Anyway, here's a shot showing some damaged wall section also so expect to be able to shoot through the gaps etc. And also, now with ARMA 3's new and bloody lovely Volumetric Godrays it should enhance the immersion even more.</div>
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I hope you like it anyway..!</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-46941846036023252612013-09-25T05:59:00.000+01:002013-09-25T05:59:07.743+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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PETROL STATION 01</div>
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Back at last from RL..!!! </div>
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Ok, this update is for a Petrol Station in the old NOVA ZONA rusted and ruined style, and is inspired by the excellent petrol station in Call Of Pripyat- there is something I love about that buildings shape and silhouette, it's really evocative of times gone by for me.</div>
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I've tried to update the design a bit to take it away from the source material, and done some research on Ukraine/Russian petrol stations and I noticed that there used to be quite a lot that had this chequered tile motif along the edges of their walls, so thought that looked pretty striking. I've continued that design inside the building aswell, which you probably can't see from these screenies but there's a two tone wall pattern inside with a chequered section to separate the tones.</div>
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Anyway, here's a few shots and you can also see there's some old battered shelving units inside too, to offer concealment and protection incase you get caught with your pants down:</div>
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I hope you like it guys, and I look forwards to any feedback. :)</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-10450222108882845192013-08-23T15:56:00.001+01:002013-08-23T16:03:04.687+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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<span style="font-family: Verdana, sans-serif;">WATER TOWER 01</span><br />
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<span style="font-family: Verdana, sans-serif;">here's that large Water Tower I was working on when my beloved PC took a nose dive.</span><br />
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<span style="font-family: Verdana, sans-serif;">It's inspired by the now iconic Water Tower at Vukovar in Croatia that sustained extensive damage during the siege:</span><br />
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<span style="font-family: Verdana, sans-serif;"><a href="http://en.wikipedia.org/wiki/Battle_of_Vukovar" target="_blank">http://en.wikipedia.org/wiki/Battle_of_Vukovar</a></span><br />
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<span style="font-family: Verdana, sans-serif;">I chose it as it has a distinctly Eastern European feel to it and it's a very interesting shape and has a strong silhouette. The eight huge concrete supports also lend themselves to some cat and mouse game play hopefully so I've tried to cut a few blocks out of them to break up the outline and allow for stray bullets and shells to go through.</span><br />
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<span style="font-family: Verdana, sans-serif;">To get to the top, the player will first ascend a spiral staircase, then climb two tall internal ladders. There's two external floors- the viewing or maintenance level (Complete with faded wavy water themed wall paper!) with eight connected rooms and the very top from were the player will get a 45 meter high 360 degrees view point of the surrounding Zone.</span><br />
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<span style="font-family: Verdana, sans-serif;">Anyway, hope you like it guys, it threw up a few problems along the way lol...</span><br />
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-33695048943403741162013-08-06T11:23:00.001+01:002013-08-06T11:23:50.656+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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HOUSE 05</div>
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Hello again..! </div>
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I've wanted to do a really bleaky creaky freaky looking cabin in true STALKER style for awhile now, but have waited until I found some good photo ref and then got all the pictures together and just took cues from the best bits of them all. </div>
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I really like these type of metal plate roofs, which are also used in the STALKER games on some buildings I think, as they allow for a cheap way to do the collision LODs, as they're in effect made up of simple cube geometry- easy to translate to the LODs as I say. They also look really oppressive, and really spooky at night when picking your way through the Zone at night and your flash light glints off them.</div>
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I've also noticed on a lot of these kind of houses in Ukraine (Where I'm taking my cues from visually as a guide at least!) they sometimes have a little white metal plate on one of the top corners, I think for house number- so I've added that but put some Ukrainian with the house number, but also a "Sector 7" or other number, so as to give the island a feeling that all the inhabitants were under some sort of registration, militarily or experimentally even before the "Incident" / "інцидент"that created NOVA ZONA... </div>
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I'm hoping to expand on that theme very subtly as this goes on, and hopefully it'll come together to create a feeling of oppression across the map as you start putting all these little visual clues together and you can form your own stories from it...</div>
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I added the little porch as it'll obviously add to game play, creating more angles etc and because I've always wanted a house in the woods with a porch where I can watch the sunset from, whilst supping from a bottle of Jack and puffing on a pipe. </div>
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Trying to add to the decayed look of it, I've kept the wood texture the same on the inside as the outside with this one, as I really want to make it so there's so many holes and gaps (Many of which you just can't see with this shot) that no corner of this house feels totally safe from possible sniper fire or the weather of NOVA ZONA. </div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com2tag:blogger.com,1999:blog-8394456034139435259.post-69195631149922517382013-07-30T10:31:00.001+01:002013-07-30T10:31:27.091+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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RADIO MAST 05</div>
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Damn, I nearly forgot to post about this here!</div>
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I'll keep it brief as I've already got it in game and dancing as you can see in the other post, so here it is:</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com2tag:blogger.com,1999:blog-8394456034139435259.post-86697353458707482402013-07-30T09:04:00.001+01:002014-03-22T05:11:16.588+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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RADIO MAST 05 INGAME</div>
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Well, in-between doing other jobs and real world (!) things, I finally got this Radio Mast 05 into the game and working. </div>
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I placed 4 in a row here and set up a little skirmish between two opposing forces to get some action out of it. It's really satisfying to see all the little iddy biddy tiny AI peeps utilising the structures I've made- it never gets old! One dude got shot from the top of the Radio Mast and fell rag doll style down the side, bless him...</div>
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Also, I'd like to mention and thank both Mikero and [EvG] Kiory for their massive help with this one, and many others in the ARMA community- I had a few problems with this in regards things like collisions (Don't ask...) and even basic things like getting a bloody ALPHA channel to work (Don't ask...)!</div>
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I should mention, the only retouching is the very top of the lightning bolt as I missed the strike with ARMA3's Splendid Cam, and there's a slight vignette around the outside to focus the attention, that's all though- it's basically all in game goodness.</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-63016318285783779792013-07-12T13:08:00.000+01:002014-03-22T05:14:02.670+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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RADIO MAST 01<br />
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I'm planning to do a few of these kind of radio masts/antenna, as they're quite quick to do and will lend a lot of atmosphere to a scene, especially at night, when their silhouettes break up the skyline and with little lights flashing on and off etc...</div>
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This one is a striaght forward tall thin mast, but some of the others will be more sinister in shape, taking cues from old Soviet forms and the Brain Scorcher.</div>
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I've tried to keep the metal structure rusty and worn, and also added a few metal "plates" and grills at various heights to break up the form and add variety.</div>
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For me, little touches like radio masts and old disused radars dotted around really put a location into the Stalker mindset.</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-22829068899945535932013-07-07T06:49:00.001+01:002014-03-22T05:14:56.830+00:00<div dir="ltr" style="text-align: left;" trbidi="on">
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BRICK WAREHOUSE 01<br />
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Hi all, here's the latest addition to my object/building library, a large generic Brick Warehouse that'll be used to populate the Zone with old derelict structures as it's been constructed in such a way as I will probably put together about 6-7 more buildings using this style.</div>
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It's a take on the plain brick buildings used across the STALKER games, and I wanted to elaborate a bit more on the theme, so have added little things like the brick edging and ledges to give it more colour and catch the light.</div>
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Anyway, here's some shots with the last one being an internal shot:</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0tag:blogger.com,1999:blog-8394456034139435259.post-68027947528008505742013-06-26T11:41:00.000+01:002013-06-26T11:41:03.834+01:00<div dir="ltr" style="text-align: left;" trbidi="on">
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HOUSE 04</div>
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By jingo it's been a while..!!!</div>
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Good to be back from a fantastic holiday back home to visit family and friends, but at long last here's an update to my Stalker project!</div>
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This one is a log cabin with an added attic area accessible via a crappy wooden ladder on the outside of the building. It's taken a bit longer than most of the other structures as it's essentially made of cylinders, and each one had to be an exact size so as to allow for both modularity and ease of player animations like vaulting etc.</div>
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I more or less spent two days figuring out a happy medium.</div>
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Also, as there's a fair bit of surface area it took a little longer to texture too..! All those round logs and planks..!!!</div>
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Anyway, here's a couple of shots, one of the entire outside and another of the detailing and a section of the rooms inside the building where you could spend an entire evening, fire crackling, smoking fine cigars, drinking good wine and generally having cordial conversation with the other gentlemanly Stalkers of the Zone:</div>
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marc stewarthttp://www.blogger.com/profile/01173034643426654745noreply@blogger.com0