I followed along to the videos Nick recorded and made this hammer in ZBrush. I don't think I would want to use ZModeler again if I could help it but found still found it helpful.
This week, I’ve mainly been reworking the interior of the foyer area in the cathedral for Crimson Knight . Originally, we were using an asset pack based on St. Paul’s Cathedral in the UK, but now our environment artist has been cranking out more pieces for the custom modular kit we’re using. I’ve been reconstructing my blockouts using his updated kit. For anything we don’t have yet, we get it approved for the asset list and create a proxy in the level to serve as a reference for the artists. Even though this modular workflow was introduced to us pretty late in production, it’s been a game changer. Blocking out with a properly scaled, consistent kit makes a huge difference in how everything fits together and communicates across the team.
This week, I’ve been continuing to block out more of my Far Cry 5 level. I’ve made adjustments to the scale and layout to improve the overall flow. I also added a climbable tower at the starting point, serving as a vantage point for the player. In Far Cry 5, bird's nests or towers near strongholds are often used to scope out the area and plan your approach, so I incorporated that mechanic into my level. The way the level is designed, players can even choose to complete it in reverse. One thing I’ve noticed while building this level is that the golden path isn’t always the path of least resistance, in this instance it’s just the most straightforward route through the level. In fact, it might even lead to the most direct and head on encounters. This adds another layer of choice for the player, depending on their playstyle.
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