Home 3D Art Showcase & Critiques

Off The Coast - Cryengine 3

polycounter lvl 15
Offline / Send Message
sgv3dmax polycounter lvl 15
Hi. I am working on a sci-fi + realistic environment in Cryengine 3 SDK. The idea is to make a portfolio-ready piece. The concept I am using is the one by madspartan013 in Devianart. Here are the specs:
Final rendering engine: Cry engine 3 SDK
Game play: Very little gameplay elements, but mostly for environment display
Modelling / Uving: 3ds max 2012
Hi-poly sculpting: Mudbox
Texturing: Adobe Photoshop
Normal map generation: nDo2, XNormal

I would like to get crits from the community. If you see anything that could be improved on, please feel free to comment. Thanks

This is the concept by madspartan013. He has open ocean behind the building, but my scene will be more closed with mountains behind.
offthecoastbymadspartan.jpg

Replies

  •  Chris Bruin
    Offline / Send Message
    Chris Bruin polycounter lvl 10
    Are you intending to stick to the original concept? In the original, the structure is out in the water, there are no puddles. I would highly recommend building the piece as closely to the original concept painting, from the same camera/distance, and just focus on that one building. Adding in all that extra land will detract from the final quality of one to two smaller pieces. Focus on one thing and polish it up to a portfolio quality.
  • sgv3dmax
    Offline / Send Message
    sgv3dmax polycounter lvl 15
    Nope. I am using the concept just for the building. I want to make a small playable map. It includes an interior of a mine and the building. I will be doing it in sections, each one a complete map.
  • sgv3dmax
    Offline / Send Message
    sgv3dmax polycounter lvl 15
    Changed the mountain texture and here is an update. I will be using crysis textures for the blocking out and changing to my own textures when i go forward :)
    wipmay0504.jpg
  • sgv3dmax
    Offline / Send Message
    sgv3dmax polycounter lvl 15
    ParadoxTLH wrote: »
    Are you intending to stick to the original concept? In the original, the structure is out in the water, there are no puddles. I would highly recommend building the piece as closely to the original concept painting, from the same camera/distance, and just focus on that one building. Adding in all that extra land will detract from the final quality of one to two smaller pieces. Focus on one thing and polish it up to a portfolio quality.
    I decided to go with the original concept as suggested by paradoxTLH. One of the reasons being that it was getting too large and difficult to get done. Only difference will be the areas not seen in the concept like behind the camera view point. There will be a door on the left hand side (as in concept, but a little different one). I used vertex blend material for the rocks. I got a strong silhouette for the rocks and going to make this the final design. Still lot of work to do on rocks. Details will be modelled in mudbox, and normal map used as detail map in the material. I can use the tiled normal map in bump slot.
    wipjun0103.jpg
    wipjun0102.jpg
    wipjun0101.jpg
  • sgv3dmax
    Offline / Send Message
    sgv3dmax polycounter lvl 15
    I haven't shown this side yet. I expanded it to accommodate a dock. There will be a modified version of a silo to be used as a power station beside the dock. It can also provide as a place of interest for game play. Dock is using a proxy wood texture for now. I am just blocking it in. You will see detailed textures soon. I need to get an overall idea of the area.
    wipjun0403.jpg
    wipjun0402.jpg
  • rockguy
    I like the textures on the hills, although in kinda get blurry in some edges making them look weird, like you have this nice rough rocky surface and suddenly some bubbly corner appears, dont know if I making lot of sense.
  • Quack!
    Offline / Send Message
    Quack! polycounter lvl 17
    Very neat concept to work from, can't wait to see this develop.
  • whw
    Phew! Glad you're following the concept since your first post. It's a really beautiful piece and to ruin it with brown mountains would've affected it as a portfolio piece.

    This is shaping up nicely now except the scale seems a little off - the column of rock beneath the tower is larger in the concept. I'd also be wary about tinting the sky light yellow (mid-afternoon) as the concept has a bright sunny day feel.
  • Azkur
    Offline / Send Message
    Azkur polycounter lvl 8
    man i hope you really nail that concept!
  • sgv3dmax
    Offline / Send Message
    sgv3dmax polycounter lvl 15
    Hey after a long time I am updating this thread, mostly because there was not much content to show and my progress was slow.
    ucj5.jpg
    0irg.jpg
    l7mi.jpg
    6mh3.jpg
  • silver_hoodlum
    Offline / Send Message
    silver_hoodlum polycounter lvl 4
    although i like the concept i think u should reduce ur choice, otherwise it will become a huge amount of work for one person, try maybe to focus on one thing
  • sgv3dmax
    Offline / Send Message
    sgv3dmax polycounter lvl 15
    Yeah i thought of that too, just making the island as in concept, but the scope was too low for a playable map. But I won't go crazy and expand this to an enormous one :) But sure I will take your opinion into consideration.
  • sgv3dmax
    Offline / Send Message
    sgv3dmax polycounter lvl 15
    Added some rocks along the coastline. This mine is very dangerous and emits toxic materials. The liquid flowing out from it is very hazardous
    wbh5.jpg
    jsm2.jpg
    20k2.jpg
    gt66.jpg
  • BI0PREDAT0R
    Offline / Send Message
    BI0PREDAT0R polycounter lvl 5
    looking really good man
  • mrWiLYAlvarez
    Dat's amazang. <3 the models. jus out of curiosity, What texture res are you using for environment textures? i'm learning to use ce3 as well, and i'm not sure whether to start with 512 or 1024, or go cray with 2048.
  • sgv3dmax
    Offline / Send Message
    sgv3dmax polycounter lvl 15
    Dat's amazang. <3 the models. jus out of curiosity, What texture res are you using for environment textures? i'm learning to use ce3 as well, and i'm not sure whether to start with 512 or 1024, or go cray with 2048.
    I only have a few textures at the moment that are properly done. Terrain uses two diffuse and one normal @ 1024 x 1024. Rocks are 2 diffuse and 2 normals @ 1024 x 1024. Plus some trees on the island. The building is now just a tiled simple metal texture that will be replaced.
  • sgv3dmax
    Offline / Send Message
    sgv3dmax polycounter lvl 15
    working on foliage
    eaei.jpg
    7r21.jpg
  • Jimmg
    Offline / Send Message
    Jimmg polycounter lvl 5
    although i like the concept i think u should reduce ur choice, otherwise it will become a huge amount of work for one person, try maybe to focus on one thing
    Always make it a point to push yourself, even if you don't finish the project you'll end up with more experience overall.
  • Havoc89
    Offline / Send Message
    Havoc89 polycounter lvl 11
    Hey buddy,

    This is starting to shape up quite nicely. Orange water seems too illuminated, I'm guessing it is supposed to be polluted dark brown dirty water of sorts.
Sign In or Register to comment.