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Insurmountable Aversion

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High quality animated version:

Creation Process:


When I first started making the map for this render, I had a very clear idea of what I wanted to do, until I noticed that it was too simple. Complexity is something I've kept adding in each of my renders, and it's not that I want to make renders look overcomplicated, it's mostly a way to make places feel more natural. Real locations can be very complex, and adding the correct models or just having a clear idea of the decoration elements is something I want to improve in every render. In this case, the issue with the initial idea wasn't directly related to the decoration, but it was more of an issue regarding the overall look of the render. This first idea didn't have those "tunnel" things on the sides, and the tracks were completely flat. The thing about this idea is that the sides just felt empty, as putting any decoration there felt unnatural, so I thought of those tunnels and the hole in the tracks to make that feel more interesting. At first, I thought adding lights would be enough to make the render feel "full" on those areas, but that didn't work, so the best approach at the end was modeling these new parts. In this render, I also played with light positions as in Unforeseeable Dawn, to make them look as part of the render instead of conveniently placed lights. This is more of a technical issue, but at first, the objects behind the grating were actually meant to be made of water, but with all the other scenes in the render, the water didn't look as good as the one in the middle. Still, replacing the texture with the current one, which btw emits light with the color of the base texture, seemed to work fine, so I kept it this way. I also think modeling that and texturing it was kinda helpful, as it's very likely that my next render will contain another structure of sorts, like the ones in Unapproachable Emergence and Out of Range.


Regarding this render's appearance in the game, I'm not sure where I'll add it specifically, but I think it can work as a new reintroduction to the otherworld / main horror section. I plan to make this game's otherworld feel more "natural", as I think the introduction to the otherworld in my previous game was a bit too harsh on some areas.

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Credits & Info

Artist
Views
107
Faves:
2
Votes
5
Score
4.52 / 5.00

Uploaded
Feb 28, 2024
4:33 PM EST
Category
3D Art
Software
  • Blender
  • Gimp

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