Environment Design of Wolfenstein II
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by Duacan
5 hours ago

hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06

by Asadullah Sanusi
1 days ago

nice blog but here is the thing, what is wrong with overlaping uv's and mirroring them, what are the cons of overlapping them and why is this method better in the case of uv? thanks

Thank you @Fcardoso The volumetric light is available in the latest 2018.3 beta. In the visual environment setting, there is a new option to select Volumetric light fog. The screen I shared is from 2018.2 during that time I was using a script to enable it :)

Environment Design of Wolfenstein II
6 September, 2018
Environment Design

The guys behind Tree House Ninjas talked about the way they helped to build the environments in Wolfenstein II.

Tree House Ninjas is a young studio, which has a lot of seasoned environment artists. The main focus of the company is environments and back in the day they helped Machine Games with the production of some of the cool scenes for the game. The trouble was that they didn’t have the right to have the engine on sight, so they had to adapt quickly.

Basically, they had to figure out how to assemble the environments, make everything super modular and they assemble everything together back in Sweden. Check out the talk for more details.

You can also check out our interview with Tree House Ninjas about this project. 

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