Aesthetic evolution of the game environments through various phases: 1 Assembly of the models The district of "old women" is located in a beautiful pine undulating forest. The numerous palaces are called "pavilions" and have pleasant appearance. But through those roads covered with a fragrant carpet of pine needles and grass, no one walks. [...] They're almost all mothers who were brought there to die by their sons. Many decrepit and "dirty" people foul the air with their stench, several are istupidite, but there are quite a few completely lucid. Nothing is allowed to them except their usual meal. [...] They can rely rarely on relatives, and most of them comes during or after the extreme unction, to follow a coffin and attend reluctantly the burial in the cemetery hospice, without any flowers. From: Irene Lizza, “Invito al manicomio” ed.Macchia 1952. Comparisons As always, check our Indiegogo page to support us! Thank you
2 First "aging" intervention and first level of "details"
3 Visual style definition
4 Second "aging" intervention and "balancing" of the elements
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Aesthetic evolution of the game environments
Aesthetic evolution of the game environments through various phases: 1. Assembly of the models, 2. First "aging" intervention and first level of "details", 3. Visual style definition, 4. Second "aging" intervention and "balancing" of the elements
Posted by thetownoflight on
Looking great!
Amazing, can't wait to see more!
nice
awesome
Amazing job! Thanks for sharing the progress with us - very insightful!
Thank you guys for the feedback :)
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