Author Topic: Cutscene Upgrade [RELEASE: Intro (FS1)]  (Read 207790 times)

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Offline 0rph3u5

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Re: Cutscene Upgrade [RELEASE: Intro (FS1)]
This is some of the weirdest geometry I've had to decipher yet...

I always found it looked like a piece zoo-architecture ... like a viewer-focuessed ape enclosure, but flipped to the side.
« Last Edit: June 02, 2019, 07:12:55 am by 0rph3u5 »
"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

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Offline mjn.mixael

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Re: Cutscene Upgrade [RELEASE: Intro (FS1)]
Those insides / interiors were convoluted i agree  :lol: you recreating the azrael and elysium in high def?

No. They are in about 2 seconds of the scene. Not worth months of work making 2 high poly ships that could also be used in game. I do what Volition did, use what's available.

This is some of the weirdest geometry I've had to decipher yet...

I always found it looked like a piece zoo-architecture ... like a viewer-focuessed ape enclosure, but flipped to the side.

Inevitably because of the blurriness of the scene and the unusual geometry, my interpretation is going to be very different than some people's. I also won't be able to just slap a tile texture on the wall and call it good. I'll need to invent some geometry to add detail. I have some thoughts on that already, inspired by other parts of this scene, though.
« Last Edit: June 02, 2019, 09:24:50 am by mjn.mixael »
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Re: Cutscene Upgrade [RELEASE: Intro (FS1)]
There's also already a hi poly Elysium.