The 'UNHOLY teaser movie' Originally posted on OCTOBER 20th, 2000, has been revamped and reposted.
Keep in mind this video shows a different engine in use, and that the
screenshots are outdated.
Download the video in
Windows AVI
(6 Meg zip file) - OFFLINE
Screenshots Note that these are early Development Screenshots
and are incomplete. Some for
example scenes may not yet have
Dynamic lighting, fog, or background detail.
Colors, textures, and even skies may change as well.
UPDATE
GALLERY Showing only shots created by Ken Deel.
Design, Textures, 3d objects & architecture by Ken Deel
(left)
Outside looking in (right) back staircase in house.
Showing
door detail
Realistically
aged detail silking and evident in Unholy's screenshots.
Above
shows the outside wall of an old house, before taking the detail more so
to an much more of an un-kept look as shown
below.
.
As
with the graveyard gates below and the terrain for the DEMO of UNHOLY,
this shows the final settings of the fog, still more trees, and detail
objects
like old farm equipment and fencing.
(below)
When I created this in 1999 I noted how the developers for games were trying
to make
all things 3D. Ignoring the good
sprite texture. This was a test, to show the detail sprites can still
provide
The detail of the
staircase below was created at the same time. needless to say the results
were very
satisfactory. Since then the rest of the
industry has caught up.
(below) I got this
light placed more easily than the outdoor building scene below.
Simply because it was a faster compile and easy to isolate using
group/hide.
The results tell it all.
The
fist
I made this with
Lithtech 3.2 (below), since precise lighting placement requires
reviewing the scene several times. I didn't at the time want to do that just
yet,
having to wait for damm BSP compiles each time. Which with this outdoor
areas is quite long.
So I settled on a basic light.
(Above) No trees yet, realistic bare
oaks, maples and pines will fill the terrain soon.
UnHoly is a first person action/adventure game created and designed by
Ken Deel.