So to give you a little hint on what's happening behind the scenes for the Art side of things i prepared some sceenshots. Most of them are just concepts and tests, so please don't ever wait for them to apply. It will also show you that we gonna work even you don't see any patch notes or output. It's often just about concepts, getting the idea and see if things will work in the engine. The Rhino advertise decal along with the viarosso textures are thing that will get into the game later. Overhauling level textures is quite time consuming, for plaza it's alone more then hundred textures. For the first rollout of reworked sectors at least a different number of textures have to be done without making the level appear like artists sandbox.
You can also see there is not just work for the client, we need to take care of website stuff, mockups and graphics for our tools, etc. There is also a lot of experimentation like finding issues with engine compressions, z-buffer problems or BGRA shifting that may just result in a short patch note like "Neocron now supports 32bit textures". It also took many man hours from different team members to make HD textures for levels ever happen, no output, just for allowing it. The original level editor had scaling factors for 256x256 textures that don't fit for a 1024x1024 and above size. Everything in HD got compressed to a 8bit palette and that conversion also rendered black dots all over the new textures. All that stuff needs to be done, the only thing you see in the end is a new texture in the level.
Have a look from time to time as i use this thread to show you what has been done in the future.
Right Click on a image to show it in full size.
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