Finished Video of the Environment:
[ame=
http://www.youtube.com/watch?v=EJxETglTpzg]Cryengine 3 Bathroom Study - YouTube[/ame]
Hey guys I just want to share my latest environment piece.
I did this project to further learn the advance features of CE3 and to practice lighting in-depth. My main goal is to know the necessary features for the revamping of my ancestral house environment and also to achieve near photo realism in real-time.
This is still WIP and has 2 phases of lighting. First is the day lighting, second is candle/night lighting.
I've disabled SSR and reduced the SSDO ambient value and hdr bloom.
I want to hear your comments/crits, thanks.
Lighting Iteration:

Lighting Placements:

Hi-Res shots:










I'll post some breakdowns and video after I've finished the phase 2.
Ohh and sorry again for the boring reference :poly141:.
Replies
also: on the sink and bathtub you seem to have some kind of edge that reflects extra light near the top part? (pictures 2 and 4) did you change the smoothing group there (used hard edges)?
bonus points for vertex animation on those curtains!
It's great, like others said. Is there a spec map on the sink? If yes, it looks like it could use more conrast maybe(the stains look little flat). If not, add it
[ame="
As a test you could attach a cubemap to your camera position. Then render your map before you take the screenshot. You could also try using more localized cubemaps in some areas.
One of the first things that stood out is the wall opposite to the tub. It looks way too smooth. Try adding in some noise in the normal or some spots where it looks liked the paint brush overlapped and there's some small build up. The sink spec is really high too, in my opinion. It's dirty, yet still glossy?
@jasonroels
That is the motion blur I think. The curtain is a physicalize cloth.
@e-freak
I agree with the wall, I'll do something about it. Yes I've changed the smoothing groups for baking purposes.
@IchII3D
Actually the reflections is the thing that gave me headaches. The mirror reflection isn't very accurate when the camera is far away. I hope the corrected cube maps comes to the FreeSDK, Crytek did show some new reflection features from their tech demo.
Thanks for sharing the tip for the cubemap, I'll try to experiment more.
@leleuxart
Agreed, I'll put more contrast in my spec maps
I'm also thinking to add mouldings and create some used towels to add some interest to the wall.
Here's some small update:
Edited the water volume material and added a drip gloss map to simulate wet edges done by the water:
Soften the edges of the tub and tweaked the specular map a bit. Also added a ground/tub seam mesh:
Added Subtle grime and added gloss map for the tiles:
Imperfection pass for the opposite wall:
Placement Plan:
I'm having problems with the cloth physics, whenever I add additional edges to my curtain mesh ,it just flicker rapidly even if I tweak the settings. The current mesh is ok but the low poly silhouette is noticeable.
I hope someone has the solution to this problem
Comments/Crits are welcome.
Can't wait for the video.
Working back at this project. Added some new assets and replaced the faucet.
here's the screenshots:
No texture work yet just some initial pass of the materials.
BTW that oval thing is also a painting/picture frame.
Crits are welcomed.
Thanks.
amazing work man...
The lighting looks so real!
I agree with the rest. This is far from boring. Looks good. Keep going.
@kodde
Sorry about the topic name. I chose it because some of my friends always say that my choices of environment are bland and boring. I really love interiors especially the mansion type and industrial urban decay (big fan of old school survival horror games).
At last, got more time finishing this piece. I'm still using the old 3.4.0 sdk in this piece. After I finalized my textures I'll be recreating the reflections and the lighting using the latest sdk build.
I'm still looking for my old acrylic paintings to change those placeholders
Again I ask for your crits so I can finalize this and post another WIP environment that I'm doing.
Also, I think you should keep those paintings
Unless they are rigid.And cloth isn't stiff like that.
Gravity should take over and prevent that much of a wide at the end of towers.
Actually it was more archviz than games that got me to start with 3D in the first place.
Here is a little photoshop mock-up I did.
@Stromberg
I love archviz lighting too, the only thing that I want to add is the imperfection and dirt since most of archviz piece are clean. btw I'm following a reference image for this piece(https://dl.dropbox.com/u/63166765/ref.jpg). Thanks for the paint over though.
I tried remaking the daylight lighting on 3.4.4 but the current workaround for the negative light isn't really good because I can't get the medium darks that I want without bumping up the reflections
I'm gonna post the night/candle lighting in my next update using the 3.4.4 build.
- I think a bit of AO might be missing in the connection between the round golden painting frame painting - with the cardinal in it - and the wall
thanks for the crit I'll apply it to the final screens/video.
@locater
thanks
update:
i like the way how you play with the light and how you manage to give that scene personality
Here's the video of the environment:
[ame=
aaaaaaaaaand I'm done with this piece. Gonna post my next WIP environment later.
Feel like the first 1/2 of your updates and progress were really owning the fucked up dirty bathroom look, then I feel like it lost sight of that when you started decorating it. For example, with a bathroom as gross and unkempt as it is, I would doubt the paintings, mirrors, and bottles would be arranged so neatly. It adds a layer of curiosity tho; "Does someone actually use this?! Who!!?" but I'm not sure it completely works. Think I'd suggest pushing some things "off the grid" by rotating paintings, mirrors slightly - but not to perfect angles. Just enough to be unsettling, but not enough to be apocalyptic.
Same kinda holds for the tiles around the tub. With the amount of gunk and grime built up in there, would imagine the tiles have also shared a beating - either by cracks and being repaired, or straight up chunks missing and baseboard/glue showing in its place.
great piece
I think the tiles could use some reflection cubemaps though.
Can I ask you a question? Was this the Infinity Ward art test? I remember a while back, someone I worked with mentioned that they had an art test from that studio and they said that's what it was, just a normal looking bathtub. Not grimey, not clean, just a normal looking bathtub.
Anyway, you do good work, can't wait to see what you do next.