1. The textured top of CO's first pillar. The city in the distance is a temporary model; updated version follows.
2. Corealis' complete model. (texturing to be redone) Also the basic idea of the interface. The thing most lacking in this image is shadowing; honestly the engine I'm using doesn't have any reliable way to implement it.
3. Night. Also, the second pillar of the CO world.
4. An indoor scene. Showing the model from a few posts ago, now textured properly. (although not thematically adjusted for the CO world) The room itself is generated procedurally, but a little sparse...
5. And here's an updated room view. The engine I'm using doesn't mind high-polygon displays that much; hence I have ~30k polygons in each of two cabinet displays. The difference showing vs. not showing: 84 fps showing, 89 not showing. Since my goal is to stay above 30 fps, I have ~50 fps left to spare.
Reminds me a bit of Flying Heroes