Hi Guys,
I am a freelance games artist (offsite only at the moment but available!).
I was inspired by Choco/Wenda's landscape tutorial on polycount/crynet and started to create a barren landscape while getting to grips with Cryengine 3.
Halfway I decided to turn it into more of a deserted Wild West.This would make the level more original compared to the heavily forested Cryengine levels.And also the architecture is very simple to build/texture.I'm also a big Red Dead Redemption fan!
A lot more could be put into the level (more buildings,wagons,lamps,wells etc) but
time was against me and this was meant to be a small test level to learn the basics of level building in Cryengine.
I am happy to answer any questions you may have (if any!).
A short HD video is here -
http://www.youtube.com/watch?v=CDttPpkkM7M&feature=youtu.be
High resolution pics here -
http://www.flickr.com/photos/3dcraig/
My site has more pics and information on the levels construction here -
http://www.3dcraig.com
Replies
Love the lighting tho. Maybe on the hills, the rolling depth of field can have some tint to it. To match to that western feel of dread that your scene has. It's looking pretty awesome tho!
Love the music choice. Ennio is the man.
particle database.
Can't wait for Majestic 12!
Firstly, I'd recommend watching Choco/Wenda's great tutorial(s) on creating landscapes for Cryengine.
http://www.polycount.com/forum/showthread.php?t=88933&highlight=choco
Once you've decided what landscape your going to build get plenty of references off
the net.I chose the Tabernas area in Spain and got lots of useful pics.Flickr was
also a great place for references.This also helped getting the vegetation/rocks right and what to aim for when doing the final postprocessing.References also came in handy
when creating the skybox (the distant mountains/sky/clouds etc).
WorldMachine helps generate textures/masks for you to modify in Photoshop to get the
final look you want.Once in Cryengine you use the terrain tools to reduce the level (in my case) and use the smoothing tools to get rid of noisy data from the heightmap.
You will probably need to tweak the colour map in PS to get the right look once you've viewed it first person in Cryengine.
There's more info on my site aswell.Hope that helps!
Your distance mountains are offputting to me. They seem very peakish..they don't strike me as the type of rock formations you would see in arizona, nevada, etc... while I could be wrong and there may be areas like this, I imagine rock formations looking more like this:
Also, your lighting looks fine, but maybe you can try getting a subtle warm tone to give a rustic/vintage ambience. Also..you could adjust the color of the shadows to have some blue in them to compliment the orange light.
I really dig the incline in the town...always nice to see some elevation vs a flat ground.
Awesome stuff, keep it up.
The mountains are accurate (to a degree) as they are derived from Satelite height map data from Tabernas, Spain (where the famous Spaghetti westerns were filmed).Their more heightmap friendly and eliminated need to build geo.
The map resolution is quite low at 2048 for 2 Kilometres square so its never going to be perfect and not high enough to represent the full spectrum of the heightmap I settled on.But the exercise was to learn and you have to finish a level to learn from it.
Thanks for the Red Dead compliment