Nephilim: Genesis



Since the town’s power is out, you can light candles in specific areas during the night (if you have found a lighter, of course).


Added tree color variation.


nice project ur working on . hm by the way i see the normal maps u use on the models look weird. Did u forget to define it as normal map? or maybe the UV is stretched too much

Thanks for your input!

Not exactly sure what you’re talking about, did you have a specific model in mind?

Some of the original enemy renders were taken before all the material settings were adjusted and set properly (especially some of the older ones).


This is a small comparison. The skull monster you created has weird wrinkles on its surface, which look similar to the normal map on the bull model i created when the option ‘normal map’ is unchecked. Hope this helps you.

Blender? :eek:

@RockyMadio:

Checked the Nephilim model, and you were right. The baked normal map didn’t have the normal map setting applied. Thank you for pointing that out to us.

@MarvinCJames:

Yeah, haha. Nephilim is developed using Blender Game Engine and python scripting by a team of two brothers.

how did you attach the monster on your character’s sight? with an overlay scene?

Yes, the grab is an overlay scene. The enemy grabbing the player turns invisible, along with the player’s arms (the overlay scene has its own player’s arms so they can interact with the enemy).

Great idea, still I think it is better if you add an animated plane instead of the whole object and its armature, which is textured with a render of your monster grabing the screen (as a loop). Each time when it appears just let the plane appear, if not then disappear. It saves alot of polygon and reduces lag in your game.

Thanks for the suggestion. We actually originally tested the idea with an animated plane, but came to a conclusion that having a model gives a feeling of immersion that a plane does not (especially when 3D is enabled).

The model used in the grab changes depending on graphic setting, with the lowest being very low poly.

Randomly Generated Graveyard


The graveyard has 84 graves. Tombstones and grave contents are randomly generated.



A quick teaser, with more to come.

It looks neat now, keep going (:

Thank you very much!

Has resurrected what?! :open_mouth:

@cam.dudes:

Haha, we are using the phrase to intend that we are trying to create a modernized take on the original survival horror concepts.

Nephilim Genesis Teaser 2

A quick demonstration of the level of detail systems on the grass and trees.

Nephilim Genesis Teaser 3

oh lol that wooden house. from TWD!!!