Finished! Skip to the end for more pictures
Starting a rather simple project for my final quarter in college, but I'm forcing myself to use and learn CryEngine over the next 7 weeks. I haven't really used it before, so this should be exciting.
Here is my paintover I'm using. The original concept is by
Phade01. I adjusted the colors and added something on the lower level. It was a little boring, in my opinion. I figured, sci-fi water plant... possibly in space because I'm not sure what's outside on the top left.
A breakdown to simplify the modeling process.
I have another image with some written details and extra stuff, but I won't upload that. Basically, if I go with the water plant idea, I'm turning the foreground cables into pipes, or just removing them. I'd like to add ladders into the water level, as well as a large window for surveillance? I'll definitely have to add some more props to emphasize the water filtration.
And this is where I'm at. Just a blockout in Maya for scale.
I think the FOV could use some work, but this was just to get a sense of the scale in the background with the effect. Already seeing some scale issues:poly117:
Replies
Finally settled with a panel design, after about 4 or 5 versions. Everything (diffuse, normal, spec/gloss) is 2048 right now, but I'll resize down to 1024). 286 tris I think. Added two blue lights just to replicate the concept lighting.
Got a few other models started, but not textured. I'll post those once I get the textures rolling.
And now for the disappointing part, I'm having trouble staying on schedule between this, other classes, and a part-time job. I've been trying to figure out ways to cut down the scope. My idea was to actually replace the water I added to the concept at the beginning of the project with an array of pipes. But, cutting down the pipes and all of those extra meshes may be required now. Do you guys think the paintover makes much sense, with the water just flowing through? I'm trying to figure it out in my head, but I'm thinking maybe have it in pipes that are open(like a half-circle)?
I've been trying to figure out the designs for some extra floor panels. Went for the hexagon shape that Crytek uses everywhere I think I'm gonna do another panel that's just a flat metal.
Started the main wall, decided to bake down a highpoly so the back panel would have some details. AO in Diffuse and a Normal in Marmoset
Where I'm at with the 'low' poly. Currently at 1346, aiming for no more than 2k. Just gotta add some wires and bolts.
And pipes. The gray version is just a desaturated copy of the red one. I'm gonna try to get a few other variations in CryEngine with the Diffuse color option.
Hey Nick! Yeah, I saw that in the WAYWO thread too, it's nice! I originally wanted to do that scene, but I don't think I could do it as well as Wiktor Ohman. Thanks for pointing that out again, it's now in my inspiration folder Hows your high poly coming along?
I guess I'll go ahead and update now. I was saving an update for when I reimport everything into CryEngine again, but that won't be until tomorrow. New textures, reworked older models, and did a few new ones.
Same random informational crap for the sign. Probably won't be too noticeable after sizing down and using the Monitor shader.
Back wall, which uses part of the original wall texture. I need to add some decals for things like numbers and signs.
And the two that I'm the happiest with,
Reworked the first panel, removed the white pipes sticking up and added some under glass.
What's left to do in the next 2 days:
- Fix the arch(there's an inverted face) and re-do texture(add submaterial, one for emissive, one for alpha)
- Decals (01/02 on the main walls, "water level" stuff, and logos)
- Another variation for the trim that I ended up using all over the place
- Tiny tweaks to gloss/spec maps
- New lighting that's closer to concept?
And I still have to figure out how to get good portfolio shots from various cameras without the player/UI.
http://www.crydev.net/viewtopic.php?f=311&t=92863
Hmm, never used one of those before. I watched a Youtube video on it and tried setting it up, but it seemed like it only darkened the shadows just slightly. Couldn't I do that in the Time of Day settings? I think since this level is primarily lit by the sun(the big open spaces between the beams are glass, just haven't finished the material yet), the VisArea isn't as important? Or maybe I did it wrong haha.
Awesome! Thanks!
Here's a screenshot just testing out the customres CVAR. Not much has changed. The water is still bugging me. I'm using a combination of a river, an oscillating foam texture, and two particles(mist and foam build up around the beams). I think I'm gonna re-do both of them.
Tonight I'll be adding in the pipes, experimenting with decals(not sure if I should have many different small textures to use with the decal projector or use a larger sheet and UV a plane to each decal, like a floater), and fixing the beam normal issue and texture.
Started working on the material for the air vent. Not happy with how the vent texture came out, but I don't think my final shots will be this focused on it, so I'm letting it slide
Does anyone know how one would usually tackle color variation in CryEngine? I know the Diffuse color essentially multiplies the color over light values and I experimented with it using a grayscale texture, but I'd like to be able to mask out areas from the color. I haven't seen an option for something like that in the Illum shader.
I think you're talking about the Diffuse Color option under the Lighting Settings in the material? That was my first idea too, but it affects all areas that are lighter than black. I just want to mask off an area where I can change the color. In my scene, I have a all dark gray pipes. I'd like to mask off the dark gray from the light gray where the bolts are, and only change the dark gray area.
That may be it! I tried it out really quick and I think it may work. Thanks!
Currently. Gonna stick with the day time lighting because I ran into some issues with the night ToD and using an extra light for shadows. Using the 3.4.5 version of a negative light in the foreground to darken it a bit.
I suggest you look at the lighthouse in the Sandbox example level, which is also primarily lit by the sun, and see how visareas and portals are set up for that. The way it works is you have a visarea for your interior, and portals over your windows and doors (in this case the glass panels) to let sunlight into the room. If you delete the lighthouse visarea and see the difference to the interior lighting you'll see why you need to be using them. There is very little control over your interior lighting otherwise, the GI sun will always just wash everything out.
Thanks for the suggestion. I can't adjust the lighting for the scene now(even though I personally like how it is, after messing around with ToD), but I plan on going back to this in a few days after graduation to fix a few issues. This is due today, so I think I'm gonna call this done(with the exception of fixing the shadows and taking my highres shots), unless someone sees something I can fix quickly. If not, I'm still taking suggestions for when I come back to it in a few days
Overall, I really enjoyed this project and look forward to really calling it done and putting it on my portfolio. I think it turned out pretty nice for 7 weeks and using CryEngine for the first time.
Also updated some textures and meshes, but it's probably not too noticeable. I'm going to revisit all of the spec/gloss maps once I get this visarea thing down. Still have my notes from the feedback on the last day of class, so I may update later with a paintover.
That is what you need to truly bring this as close to the concept as possible, and bring out the hard work you've put into the texturing of this scene.
Just click Terrain and on that pulldown menu, click the Time of Day text. A new window will open up. Then, start messing around with things like SSAO amount, HDR dynamic (using the graph in the middle of the editor, which corresponds to what time during the day a specific setting exhibits, for example a higher graph point for HDR dynamic at 12 means a higher value for that at that time).
Mess around with Sky color, sky color multiplier, HDR dynamic, Global illumination, Sun color, sun color multiplier, and I think that should do it. For an extra push, there are options at the bottom of the Time of Day editor to adjust scene Contrast, Saturation, Depth of Field, and many others.
Best of luck, and I hope to see what you can do with an already awesome scene.
Is the area outside the windows going to be daylight like this? You mentioned it being in space before.
I have messed with the Time of Day settings and the Lighting settings to fine tune the position of the sun. I haven't messed with all of the options, but I can definitely give them a try to get more contrast.
I did want it to be dark like in the concept, but early on when I was trying to figure out lighting, I had the ToD really late so it was dark and I used a regular light to cast the shadows. But with any lights, I get that nasty shadow problem everyone talks about with the noise. I tried every solution I found, but none of them helped and since most of the level would be in shadow, I decided to try and rely on the ToD light. If I could get the moon lighting to be stronger, I would be happy with that.
I'll keep working on the lighting though
Also, just to see if I did my VisArea and Portals right. Not the best picture, but the orange line outside of the window is the VisArea and the green boxes are the Portals. They intersect the VisArea at the top. Some of the portals have "affected by the sun" checked, while others dont. If I had them all checked, I wouldn't get the nice shadows from the pipes. Maybe I did them wrong though
Another change is just removing the X-pieces for more pipes.
Some paintovers.
Tried out a Maya script for the new wires for the lights and it made it so much easier and fun. Fix the color difference between the two floor panels(one just never had a gloss map for some reason). Re-did the pipes to be more optimized and better looking when combined, so I'll have to re-do all of those soon. Also fixed a lot of the textures in regards to the amount of scratches, they're a lot cleaner now.
The new night sky really brought out the darks with the HDR lighting, so I'm gonna have to go back over that.
Took a look at the concept again for the first time in awhile and I may go for the lighting like that, maybe not as washed out though.
Undead Pixel: Yeah, I can definitely do that for you. I'll try to do that now and post it a little later. My textures really aren't all that special, it's just CryEngine's screen-space reflections and cube map
Everything is still WIP. I tried getting a little closer to the concept. Major things left to do are re-add the pipes, fix the glass shader(it's way too plain and unnoticeable), finish water particles, add a water-turbine-thing, and finish lighting.
and dat POM
UndeadPixel: I was going to do a tutorial image, but my textures really aren't that impressive. They rely heavily on CryEngine's Screen-Space Reflections and Environment Probes. I hope this text process suffices.
1) I start with a base color and texture. For most of the surfaces, it was a medium gray and a very light tileable galvanized texture.
2) Since most of my normals, AO, and cavity are all nDo2 generated, I painted out a mask to use and generated the Normals. Using the normals, I generated the AO/Cavity and added them to the Diffuse
3) Few more Diffuse details like slight color variation, scratches, and faking the depth a little more.
4) Same process for the Spec and Gloss, except I just duplicate the AO/Cavity over and make them stronger for the spec. The scratches are also more prominent in the spec and gloss. My spec is relatively dark and tinted blue, while my gloss is lighter with more contrast.
I hope this helps! I used Marmoset extensively while testing textures to check my gloss values and whatnot.
Really happy with the water particles. Water will be coming out of pipes eventually, instead of the walls.
YES, Thank you! I suck at switching between programs and using keyboard shortcuts. I kept pressing F to focus on it like in Maya. The Unfreeze All shortcut is ctrl+F by the way
Thanks! I look forward to finishing it
For the pipes, the most efficient way I can come up for color variation is to use the same tiling spec, gloss, diffuse, and detail normal. The diffuse is mostly white so I can adjust the Diffuse Color in engine. Some decals and changes in tiling here and there too.
The other mesh is just a wip for a small walkway I plan on using closer to the water with levers and whatnot. I don't think I can create wet decals, so trying to get the most out of the spec and gloss.
(ignore the full colored mesh. they are gonna use two materials in cryengine, one for the pipe and one for the ring/bolts)
Thanks guys! No update as of right now though, since I haven't been able to login to the engine. I updated my CryDev thread and got some other feedback regarding the lighting, so I'll definitely be tweaking that soon.
That worked for me the last 2 days, and on the second (some cases third) it works fine.
Thanks for the suggestion. I've tried that and nothing seems to be working for me. I've been following the 11 page CryDev thread and so far, there hasn't been a temporary or permanent fix. One of the forum support guys says Crytek is working on it, I hope it comes back faster than the Crytek sites did :poly121:
But that Blue lights with Sunlight looks odd...
Rest is looking amazing.
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The panels are so flat without POM
Figured out I was using the wrong water shader, so now I have caustics, real-time reflections, and better displacement. Finished a flood door too.
Worked some on the water particles. It bugs me how they're rendered through the water in some angles, but I guess that's just a standard transparency issue in a deferred renderer? I still need to get some water bouncing off of the wall and door at the end
What do you guys think about these angles? The red lights will be rotating(haven't turned on Physics for these) and I'll tweak the DoF per shot.
Yeah, I completely understand what you're getting at and I agree. I guess my mentality in the beginning was that it's sci-fi and in the concept. I honestly don't want to do any new major assets and/or not use the panels anymore. I'm ready to just call this done, you know? I'm considering switching out the bumpy panel for the one with the black ridges all the way down and use the bumpy ones by the two doors, I'll play around with them and see. Thanks for the suggestion!