Designing doorways in Blender
Hey everyone! Happy weekend! Sunday today - a day of getting behind the scenes material done for Neyyah mainly, some odd jobs in the engine, setting up various states in Neyyah's environments ready for rendering, as well as editing a dev log from Tuesday just gone. I do have a dev log which I'll be sharing here in this post, delving into the realm of Blender ...
Finished doorway area - render test
It's been great getting back into 3D modelling over the last couple of weeks, after having been working in Visionaire for pretty much a month straight (getting lots of things into the game) but it's never the same as working in Blender and actually creating the worlds for Neyyah. It's where my deepest passions lie: modelling out the exterior and interior sets; the texturing, the lighting (working in Photoshop, etc).
Feel free to take a look into my work with Photoshop in this dev log on Youtube:
[previewyoutube][/previewyoutube]
Doorways, gates, etc ... They play a cool role in the world of Neyyah, and definitely symbolise that element of intrigue, of mystery. What lies on the other side? Can you even open the door straight away? Do you even really need to, right now?
Interestingly, doorways are designed in Neyyah to keep a coherent look through the game world. So for instance, in the following dev log which shows my work in designing a new doorway for Neyyah, I do take elements of previous assets I've created, but tweak them to stay unique for the location they're being designed for. This could include weather conditions, or just a general change in scenery and possibly history behind the design of the door (the cultural aspects: why it was designed the way it was).
Here is my most recent devlog on designing a doorway in Blender, the process behind getting it set up within the rest of the scene, and incorporating some previous assets I've created for Neyyah already!
[previewyoutube][/previewyoutube]
Thanks for teleporting into this portal of dev goodness and catch you in the next portal, coming soon!
- Aaron Gwynaire / Defy Reality Entertainment

It's been great getting back into 3D modelling over the last couple of weeks, after having been working in Visionaire for pretty much a month straight (getting lots of things into the game) but it's never the same as working in Blender and actually creating the worlds for Neyyah. It's where my deepest passions lie: modelling out the exterior and interior sets; the texturing, the lighting (working in Photoshop, etc).
Feel free to take a look into my work with Photoshop in this dev log on Youtube:
[previewyoutube][/previewyoutube]
Doorways, gates, etc ... They play a cool role in the world of Neyyah, and definitely symbolise that element of intrigue, of mystery. What lies on the other side? Can you even open the door straight away? Do you even really need to, right now?
Interestingly, doorways are designed in Neyyah to keep a coherent look through the game world. So for instance, in the following dev log which shows my work in designing a new doorway for Neyyah, I do take elements of previous assets I've created, but tweak them to stay unique for the location they're being designed for. This could include weather conditions, or just a general change in scenery and possibly history behind the design of the door (the cultural aspects: why it was designed the way it was).
Here is my most recent devlog on designing a doorway in Blender, the process behind getting it set up within the rest of the scene, and incorporating some previous assets I've created for Neyyah already!
[previewyoutube][/previewyoutube]
Thanks for teleporting into this portal of dev goodness and catch you in the next portal, coming soon!
- Aaron Gwynaire / Defy Reality Entertainment