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Downtown Bar
This environment is a current-gen, 3D reimagining of the bar section of Streets of Rage 2: Stage 1 (example here) in UDK. I tried to capture the feel of the level, while bringing it up to date, extrapolating detail and adding my own twist.
I have made my full development diary and the accompanying report for this project available online for those who want a greater insight into my processes and workflow, as well as my critical evaluation and reasoning.
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Glass Shader
This is the master glass shader I created for use throughout the environment.
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Bottle Set-up
An example of a deceptively complex asset. This makes use of an instance of the glass shader, a contents shader (uses glass shader as a base, but it needed tweaking to better emulate a liquid of this opacity) and alpha masked labels.
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Brick Pillar Shader
This asset makes use of parallax mapping and has subtle self-shadowing.
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Floor Shader
A more standard parallax mapped shader with vertex painting set-up.