Since this was my first encounter with CryEngine it took a bit longer then desired. The goal was to create a map with contrasting colder interior and warmer exterior space with good variety of surfaces, lighting and atmosphere. Environment was inspired mainly by the abandoned soviet nuclear lighthouse located inside the polar circle. You can read more about the lighthouse here: http://englishrussia.com/2009/01/06/abandoned-russian-polar-nuclear-lighthouses/
Judge for yourself whether my attempt was successful or not, personally I enjoyed working with the CryEngine, I think its an astonishing engine and Im looking forward to start working on the next project.
More screenshots of the environment and the individual assets can be found here:
Some of the low poly assets that was created for the nuclear lighthouse environment. In general there are 5 textures per asset, Diffuse, Spec, Gloss, NRM and Tillable Normal for macro overlay.
Damn man, this is epic! I'm super impressed by this, I keep looking over at the scene and assets in awe and admiration haha. Can you share what your workflow was for your assets were? Like, for the hard surface stuff did you do it straight in Max or use nDo2 or for like the rocks did you start from a base mesh then sculpt away in Zbrush or something? Looks awesome though, great job!
Damn man, this is epic! I'm super impressed by this, I keep looking over at the scene and assets in awe and admiration haha. Can you share what your workflow was for your assets were? Like, for the hard surface stuff did you do it straight in Max or use nDo2 or for like the rocks did you start from a base mesh then sculpt away in Zbrush or something? Looks awesome though, great job!
Thanks Luke, so I posted some of the behind the scenes stuff here: http://vladimirsomov.blogspot.ca/
Hard poly stuff was modeled in Max, then I used nDo to add extra higher frequency details to the normal map, after that dDo2 was used to create base for the diffuse, spec, gloss, and height map is some cases. Then stuff from dDo2 was painted over and fine-tuned by hand. For rocks, base mesh in Max, sculpture in Mudbox to get basic rock shapes and then 3dCoat for the rock formations. In terms of texturing rocks Ive tried painting textures in Mudbox as well as making tillable textures with two textures blending inside the engine and dDo2. So I ended up staying with the dDo2 + some hand painting on top. I hope that this info helps
This is awesome. I love the atmosphere in the exterior and interior.
I took a look at the behind the scenes stuff you posted and saw that you showed the ToD settings for the interior and exterior. Were they two separate scenes, or can you really have two ToDs?
This is awesome. I love the atmosphere in the exterior and interior.
I took a look at the behind the scenes stuff you posted and saw that you showed the ToD settings for the interior and exterior. Were they two separate scenes, or can you really have two ToDs?
Thanks for the feedback, so ToD can be animated to create dynamic day/night cycle :thumbup:. My interior is set to 12:00 at noon and the exterior is at 13:00 which gives me two dramatically different setups in one file with ability to animated transition between them etc.
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...micro heart attack
Many thanks Cheez :poly121:
looks really good man!
Thanks Luke, so I posted some of the behind the scenes stuff here: http://vladimirsomov.blogspot.ca/
Hard poly stuff was modeled in Max, then I used nDo to add extra higher frequency details to the normal map, after that dDo2 was used to create base for the diffuse, spec, gloss, and height map is some cases. Then stuff from dDo2 was painted over and fine-tuned by hand. For rocks, base mesh in Max, sculpture in Mudbox to get basic rock shapes and then 3dCoat for the rock formations. In terms of texturing rocks Ive tried painting textures in Mudbox as well as making tillable textures with two textures blending inside the engine and dDo2. So I ended up staying with the dDo2 + some hand painting on top. I hope that this info helps
p.s Again, many thanks for the feedback everyone!
I took a look at the behind the scenes stuff you posted and saw that you showed the ToD settings for the interior and exterior. Were they two separate scenes, or can you really have two ToDs?
Thanks for the feedback, so ToD can be animated to create dynamic day/night cycle :thumbup:. My interior is set to 12:00 at noon and the exterior is at 13:00 which gives me two dramatically different setups in one file with ability to animated transition between them etc.
This looks amazing!
Basically Spec and Gloss work together contributing to overall look of the label. Diffuse of the label is a photo ref. composited over dDo pass.