Okidoki! I was learning CE3 a while back and saw this on the Crydev wiki. I got kinda exited and wanted to recreate it. The hard part is to make the sculpt tile, or well it's not but it's not very obvious at first. So when I figured out that the wrapmode in ZB would actually work with a rectangular shape to it was just some trail an error work to get it to look like concrete.
I realized that this wasn't really something that had been showed before so I thought that I could make a little tutorial about it.
I think that even if your skilled with sculpting and all that jazz you'll still get something out of this.
I'm working on part two right now so I think that I will manage to upload that today.
Here is a first part, an introduction. Please tell me what you think and excuse my Swenglish I just realize that I finish every single sentence with an higher tone, I'll try to get rid of that :poly142:
Oh this is great, I actually covered how to do this briefly on the Materials DVD but this is a lot more thorough cos you cover the sculpting and set up! Good job man.
Thank man Glad you like it, the Eat3D vids you did really, really helped me get a running start with CE3. It was great seeing how you set things up with the decal to!
just kinda looking at it and saying why wouldn't i just beat up the original asset and and use that.
You're looking at it but you're not seeing the big picture, for a single prop, maybe it would be simpler to just sculpt it and uniquely unwrap it, for a whole scene or a whole level, you're not gonna sculpt and uniquely unwrap every rock and every piece of debris are you?
Tillable textures are the answer to smart environment art, and this trick is golden.
Looks cool. I tend to sculpt things like these like these flat rather than on an actual edge or corner, because when you bake down, you are sort of tied into the shape of your low poly. Whereas if you do it flat, you can apply it to any shape of surface with little issue, though it can be a bit tricky at times since you can't visualize it as you sculpt.
Looks cool. I tend to sculpt things like these like these flat rather than on an actual edge or corner, because when you bake down, you are sort of tied into the shape of your low poly. Whereas if you do it flat, you can apply it to any shape of surface with little issue, though it can be a bit tricky at times since you can't visualize it as you sculpt.
Yeah, It leaves a lot of steps out of it, and the decal can be used on more meshes. Obviously it depends on how much time you put into it, and it's for production time is money. I saw pretty much that in the new BF3 maps, Close Quarters, and sure it works. But it's not like Crysis 2 were you could walk up to a piece of concrete and just rest your eyes on it :P
The next video is done, I just need to render it out and upload it. What do you guys say about me switching to Vimeo? It allows longer videos.
You have such a soothing and relaxing voice I'm pretty sure I'm going to enjoy watching these! I am completely comfortable in my manliness in saying that
Thx Andy Yeah, that masking tool is really cool. I did some damaged faced stuff a year ago and tried to mask stuff like that in Photoshop with a heightmap. Not fun. Toke hours..
Yeah, you little tool is a great addition nyx702! Haven't started using the tool loader yet though. I'll start ASAP ;P
Next part of the tut! Lowpoly, UVing and baking. I don't know if there's much in there that's new, I just wanted it to be there so that the tutorial would have all the necessary steps to get the final result.
Replies
just kinda looking at it and saying why wouldn't i just beat up the original asset and and use that.
You're looking at it but you're not seeing the big picture, for a single prop, maybe it would be simpler to just sculpt it and uniquely unwrap it, for a whole scene or a whole level, you're not gonna sculpt and uniquely unwrap every rock and every piece of debris are you?
Tillable textures are the answer to smart environment art, and this trick is golden.
Yeah, It leaves a lot of steps out of it, and the decal can be used on more meshes. Obviously it depends on how much time you put into it, and it's for production time is money. I saw pretty much that in the new BF3 maps, Close Quarters, and sure it works. But it's not like Crysis 2 were you could walk up to a piece of concrete and just rest your eyes on it :P
The next video is done, I just need to render it out and upload it. What do you guys say about me switching to Vimeo? It allows longer videos.
[ame="http://www.youtube.com/watch?v=aaE50YJwzOA"]Broken Concrete For Cryengine 3 Tutorial - Highpoly modeling Part 1/4 - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=HJbx_Y0MX-8"]Broken Concrete For Cryengine 3 Tutorial - Highpoly modeling Part 2/4 - YouTube[/ame]
Trying Vimeo instead. I'll get them up to youtube to, it's just gonna take a moment.
[ame="http://www.youtube.com/watch?v=7TQVRNk8yYE"]Broken Concrete For Cryengine 3 Tutorial - Highpoly modeling Part 3/4 - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=JH850lbFtqg"]Broken Concrete For Cryengine 3 Tutorial - Highpoly modeling Part 4/4 - YouTube[/ame]
Yeah, you little tool is a great addition nyx702! Haven't started using the tool loader yet though. I'll start ASAP ;P
Next part of the tut! Lowpoly, UVing and baking. I don't know if there's much in there that's new, I just wanted it to be there so that the tutorial would have all the necessary steps to get the final result.
[ame="http://www.youtube.com/watch?v=ZpZvEZN-L0k"]Broken Concrete For Cryengine 3 Tutorial - Lowpoly, UVing and bake 1/2 - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=0UA6OFxZFMs"]Broken Concrete For Cryengine 3 Tutorial - Lowpoly, UVing and bake 2/2 - YouTube[/ame]
Hu, that's clever! You save the vert count at least. No overdraw neither. Maybe that's not a problem in CE3 with there deferred decals though.