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beere — Dayward Inc. Lobby #2

Published: 2012-05-17 15:50:17 +0000 UTC; Views: 21840; Favourites: 326; Downloads: 547
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Description I wanted to create a really challenging and optimized environment.
I came up with the design after looking at streamliners, luxury cruisers.

I decided to go for the One-Texture approach, using a 256x512.
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Comments: 13

azhita-kun [2017-07-25 12:03:50 +0000 UTC]

WARNING! Carry on reading! Or you will die, even if you only
looked at the word warning! Once there was a little girl called
Clarissa, she was ten-years-old and she lived in a mental hospital,
because she killed her mom and her dad. She got so bad she went to kill
all the staff in the hospital so the More-government decided that best
idea was to get rid of her so they set up a special room to kill her, as
humane as possible but it went wrong the machine they were using went
wrong. And she sat there in agony for hours until she died. Now every
week on the day of her death she returns to the person that reads this
letter, on a monday night at 12:00a.m. She creeps into your room and
kills you slowly, by cutting you and watching you bleed to death. Now
send this to ten other pictures on this one site, and she will haunt
someone else who doesn't. This isn't fake. apparently, if u copy and
paste this to ten comments in the next ten minutes u will have the best
day of ur life tomorrow. u will either get kissed or asked out, if u
break this chain u will see a little dead girl in your room tonight. in
53 mins someone will say i love you or im sorry

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Random-Cat-Attack [2014-11-01 09:10:55 +0000 UTC]

I would love to see the process of making these. I love area design, especially that which you find in games like Remember Me or Mirrors Edge, and this calls back to both for me.

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Manta2526 [2014-06-11 11:45:52 +0000 UTC]

Oh Wow, this is really awesome dude! well done! 

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rojus [2013-04-28 19:30:49 +0000 UTC]

Love the Dayward series, but I if possible you should crank up AA in your renders.

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altermind [2013-02-07 13:31:31 +0000 UTC]

as much as I find this impressive.. and I do.... the massive lean on getting as much texture information out of such small textures is a wasted exorcise.... even the lowest of devices can handle quite a lot
>.<

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Bit-Winchester [2012-05-19 08:35:20 +0000 UTC]

Very Nice job, I saw this on polycount as well.
Im a little curious about the lightmap res you are using on your assets.
Uncompressed lightmaps?
Uncompressed normals?
Lightmass and lighting set ups?

Looks very cool, you did a great job on it!

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dpadam450 [2012-05-18 14:49:15 +0000 UTC]

I assume your name on Polycount is different because I saw this the other day on there.

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beere In reply to dpadam450 [2012-05-18 16:52:05 +0000 UTC]

Yeah, my online nick is usually Disting, however, I didn't have that nick when I joined deviantart, and for some reason, you're not allowed to change nicks here.

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nnq2603 In reply to beere [2012-10-27 03:31:19 +0000 UTC]

Actually, you can change nickname/username of yourself here with pay account (premiumship, or call for someone else give you a sub, like hi-popular people here usually do. With your gallery and artworks here, surely someone will give it out). Yeah, just information, not really a handy thing for you

One-Texture approach, using a 256x512? Why this size of texture sounds very small in dimensions... or it's way of your approach which doesn't count on those number. Curious.

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suburbbum [2012-05-18 01:26:08 +0000 UTC]

I've been watching your thread on Polycount. Really awesome stuff.

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543Bs0Za [2012-05-17 18:26:53 +0000 UTC]

Brink meets TF2

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STUNNA-K [2012-05-17 17:29:36 +0000 UTC]

amazeballs.

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beere In reply to STUNNA-K [2012-05-17 18:24:27 +0000 UTC]

Thanks!

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