To satisfy some curiosity, i decided to prematurely load the island into WorldMachine for some test renders.
The results are already nice, and show just how much extra detail can be had for very little work.
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I rendered a heightmap of the island and imported it into CryEngine3 SDK to continue sculpting.
Here are some photos of well known locations to show scale and accuracy.
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I rendered a heightmap of the island and imported it into CryEngine3 SDK to continue sculpting.
Here are some photos of well known locations to show scale and accuracy.
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Here are some early shots of all the levels from Trespasser merged into a single mesh.
This is the first stage of the merging process, none of the levels have been optimized more then a simple poly reduction script and the deletion of duplicate polys so the levels don't overlap.
Included here are all the levels available in the retail game, as well as Pine Valley, the level that was acquired when the 1996 Beta of the game was discovered.
Only a couple of the levels feature a detailed coastline, the rest will need to be reconstructed by hand. There is also a lot of gaps and empty space that will need to be filled and reconstructed also.
At this stage, i was unaware of two more levels that were missing from the retail game. They were Plantation House and Plains. Aspects of both levels were merged with levels that made it into the retail game, but their true design and layout has never been seen, only some possible early renders and concept work.
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Here was a comparison shot with a high poly version of the beach level, and a low poly version.
I did this to highlight just how unoptimized the original levels were and how excess subdivision was not removed in a lot of areas.
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