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The Perikarnassian church

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Hi! My name is Kaspar and I’m working on No Truce With The Furies as a concept artist. In this short post I’m going to tell you a bit about what goes into a background. I’ll do that by elaborating on one of the screenshots from our recent press release, namely the moody one with the bad-ass car and the rain and the big building.

001Click on the image for higher resolution

I worked on that – the Perikarnassian church. It is one of the landmarks in the game and even before I began our AD Aleksander had made this early mood concept (that’s the image above).

The environment started changing during production. First, the area is newly sketched out and a rough 3D block-in of the landscape and buildings etc gets done in Blender. At this point I look at lots of references, sketch some and discuss my ideas with the writers and the AD. Eventually I end up with this:

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Based on this sketch I do some variations before going into more detail and minute variations, below, along with the original idea and the rough block-in for comparison.

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As you can see by the green tick – at first we went with that one. We had to press on and before I could give it to Mikk for modeling I drew up a slightly more detailed image. In this phase I tried out some colors that would fit the mood of the place. Meanwhile I got to work on the church interior. As this is something you won’t be seeing today I’ll fast forward a bit 🙂

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When you compare the model to the concept you’ll see that it has gone through some changes again. The isometric perspective can be a harsh mistress. From some angles you lose detail and other angles butcher the silhouette. In Blender I went back in and made both smaller and larger modifications to the model. There, now we could basically put it in the game! It just needs materials.

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Here’s the render of the church where I’ve applied base textures and tweaked the model some more – note the angle of the roof, the tower didn’t really work visually before and I attached a balcony/boardwalk to its side among other details. Now the render’s composites (the various maps our custom shaders use) went back to Rostov, who gave it a paintover.

church-paintover

Et Voila! Ain’t a thing. Thanks for tuning in.

006Click on the image for higher resolution