Brygelsmack - The tower took me 1 month for the tower itself (outside) and 2-3 weeks for the inside.
The Dome was a bit longer, alot of time was spent to find the right dome shape and windowframes. So it was a bit back and foward with the concept artist and art director. The actual asset itself was made in 2 weeks. After we agreed on the design and if it works on PS3.
Thanks for posting these, they look stunning!
Looking forward to more of your stuff...
BTW, could you give a breakdown of the first image? Did you just model a bunch of modular hi- to low poly pieces? Did you use NDO2 for normals etc? Just would like to pick your brain and see your process.
Thanks.
Zepic - First i get a concept picture from one of the guys - and break it down of what i need to build. Normaly i do just pieces in highpoly and render it out on a texture.(thats why i cannot really show highpoly stuff, just a mess of pieces) After the HP/LP pass i build the stuff, mostly copy paste and tileable pieces. To break it of i add unique pieces here and there to make it not so obvious.(cables, decals and so on)
After that is done, i start with the final texture and material setup. And than its done. Fast piepline. I didnt use NDO for it, all max HP stuff.
Zepic - First i get a concept picture from one of the guys - and break it down of what i need to build. Normaly i do just pieces in highpoly and render it out on a texture.(thats why i cannot really show highpoly stuff, just a mess of pieces) After the HP/LP pass i build the stuff, mostly copy paste and tileable pieces. To break it of i add unique pieces here and there to make it not so obvious.(cables, decals and so on)
After that is done, i start with the final texture and material setup. And than its done. Fast piepline. I didnt use NDO for it, all max HP stuff.
What kind of budget (polygon count, texture map sizes) were you given for a typical scene?
The budget for a scene - well for PC of course almost no restrictions, but since all assets are made for console, the vertex count was around 4000 (max) per object. That is around 6000 polygons i think. But not every piece is maxed out. Texturesize is 2k for PC and 512 for Console. Over the time you get a feeling of what is too much. Hopefully it all will change with the next gen.
I'm currently breaking stuff appart in Crysis 2 to see how they built the environment, and basically every major piece is not modular at all. I did some extraction of meshes in 3dsMax and I could see that the pivot point of those meshes was in the center of the world, but not the object. So you guys did make the object placement of the major piece and building we can go in straight in 3Ds max then you manually add little object in the Cryengine...i'm I right ? Did you work like that for crysis 3 ? I guess it allows more variations instead of always go for a wall of 512*256 and a pice a ceilling of another power of two dimension.
Just finished Crysis 3, great work! Every inch of that game is beautiful (on Medium, I didn't get to play it through with all the super fancy options turned up).
I'm currently breaking stuff appart in Crysis 2 to see how they built the environment, and basically every major piece is not modular at all. I did some extraction of meshes in 3dsMax and I could see that the pivot point of those meshes was in the center of the world, but not the object. So you guys did make the object placement of the major piece and building we can go in straight in 3Ds max then you manually add little object in the Cryengine...i'm I right ? Did you work like that for crysis 3 ? I guess it allows more variations instead of always go for a wall of 512*256 and a pice a ceilling of another power of two dimension.
I guess you export the cgfs out of the editor as obj? If so, you dont get the object pivot - its a major pain in the ass and hopefully get changed in the future. Our pivots are mostly in the middle of the object. And you are right, we dont have so much modular stuff - in C3 its alot of unique pieces.
Replies
How much time was spent on each piece?
Brygelsmack - The tower took me 1 month for the tower itself (outside) and 2-3 weeks for the inside.
The Dome was a bit longer, alot of time was spent to find the right dome shape and windowframes. So it was a bit back and foward with the concept artist and art director. The actual asset itself was made in 2 weeks. After we agreed on the design and if it works on PS3.
Looking forward to more of your stuff...
BTW, could you give a breakdown of the first image? Did you just model a bunch of modular hi- to low poly pieces? Did you use NDO2 for normals etc? Just would like to pick your brain and see your process.
Thanks.
After that is done, i start with the final texture and material setup. And than its done. Fast piepline. I didnt use NDO for it, all max HP stuff.
Hey, thanks for the breakdown
That pipes texture is to die for!
The budget for a scene - well for PC of course almost no restrictions, but since all assets are made for console, the vertex count was around 4000 (max) per object. That is around 6000 polygons i think. But not every piece is maxed out. Texturesize is 2k for PC and 512 for Console. Over the time you get a feeling of what is too much. Hopefully it all will change with the next gen.
Great work man.
I guess you export the cgfs out of the editor as obj? If so, you dont get the object pivot - its a major pain in the ass and hopefully get changed in the future. Our pivots are mostly in the middle of the object. And you are right, we dont have so much modular stuff - in C3 its alot of unique pieces.