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WIP Pillars of Nosgoth in Unity 5 скачать в хорошем качестве

WIP Pillars of Nosgoth in Unity 5 9 лет назад

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WIP Pillars of Nosgoth in Unity 5
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WIP Pillars of Nosgoth in Unity 5

This video shows for fans of the series, Legacy of Kain, my recreation of The Pillars and surrounding areas in Unity 5. Using a map which was the result of a collaboration between myself and nine others. Eight, including myself, were a part of a "Lore Council" picked to advise Square Enix and Psyonix for their development of the now cancelled game, 'Nosgoth.' I wound up doing the artwork of the second draft, and ultimately finishing both the Blood Omen 1 era map and the Soul Reaver 1 era final map. Square Enix were keen on using the final map to not only make 'Nosgoth' accurate to the games before it, but also in making the map canon within the series. The game was cancelled before the legal department within Square approved those working on the game to use the map, so I am using it for my own purposes, and offering up for others in their worthy cases, and fans in general to get a better sense of the world of Nosgoth between the two vast time expanses. For my pursuits, I chose to not only map out the locations in 'Nosgoth,' but to also unify the series by mapping out the most plausible layout that all paths seen between the games could coexist. Since I solved the conundrum of things like Soul Reaver 2 and Defiance's Pillars area depiction being entirely different, I thought it would be best to also bring that realization to 3D life, along with having a spot to place my existing models from the series, to showcase them within an actual game engine. Perhaps more, like recreating a small game, or cutscenes, or something even more ambitious. Time will tell what I'll be able to do. In addition to my own projects, the Soul Reaver era version of the map is being used on the fan remake, Soul Revenant, in order to bring the world of Nosgoth fully to life in that era. The fans who worked on the map are (Forum and Internet aliases): From the Wiki Team - Lord Aevum (Aevum); Baziel; Raina Audron Tube Reaver; Hashakgik888; DeputyPotato; Inrezario; Ber Preliminary draft work by rabban. The terrains in Unity were modeled in Zbrush 4r7, refined in World Machine 2, further tweaked in Zbrush and within Unity, using the Multiple Terrain Brush asset. Shaders using RTP, optimized using TerrainComposer. With the water added, and in general, I am aware of the choppiness. I hope to be able to optimize this scene. I think the grass and the water are the main culprits slowing things down. Shaders on models using Uber - Shader Ultra; Advanced Foliage Shader for foliage (not trees). DXG water shader, rocks and some shrubs from the Nordic Forest asset. Grass using the HQ Photographic Texture Pack vol. 2 asset. Custom trees modeled with Speed Tree. Dynamic sky with volumetric clouds using TENKOKU Dynamic Sky. Cinematic Image Effects beta and SE Natural Bloom and Dirty lens used for imaging. Further details and progress coming soon (will upload a link). Models and textures by Patrick Johnson. Zbrush 4r7, Photoshop, Maya, and Substance Painter 2 used. The Legacy of Kain series is owned by Square Enix and all music is by the composers who worked on the series: Kurt Harland, Jim Hedges, Steve Henifin. This is not made for profit. It is a fanmade work by me, Patrick Johnson (The_Hylden, Senior Moderator at Square Enix forums).

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