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JackyBoy polycounter lvl 10
I've decided to try my hand at creating a scene within CryEngine as I have never touched it before. I was impressed with what Disting has managed to do and got inspired!

I am using this concept:

bed0edaa9a.jpg

Here is what I have after a couple of days:

d3f9fcb324.jpg

Sorry it is quite dark, just using TOD atm and haven't figured out how to make it brighter. I want the materials on the far wall to reflect the glow of the sun on floor more, but I think I just need to tweak some settings.

Can anyone explain why the shadows on the wall aren't accurate? the meshes are flush with each other but there is a gap before the shadow starts. My materials are a multi sub, but with only 1 sub material, the textures (as I figured I woulnd't be running around it I wouldn't need collision?). Do I need the proxy stuff to help with shadows?

I had to turn on 2 sided rendering to make the shadows appear. Is this the way I should be doing it?

The textures are nice and clean at the moment, but I will be dirtying them up a bit and adding some more details later.

Thanks for looking

Replies

  • Hayden Zammit
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    Hayden Zammit polycounter lvl 12
    I don't have much experience with CE3 myself, but with the problems you're having: is this all inside a VisArea? If it isn't, look up those and try making one. From what I've read, VisArea's are how you want to set up interior scenes.
  • JackyBoy
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    JackyBoy polycounter lvl 10
    Thanks for the advice, I tried the visarea, but that stopped the sunlight shining through the room, in fact it meant you couldn't see anything outside the windows at all.

    I have set up an irradiance volume, but is this only to help lights that are created within it and not the sun itself? I kinda of solved the shadow problem by changing the TOD Shadow cascade bias. I want to set it to 0, as it creates shadows beginning from the object like so:

    c223c48beb.jpg

    But then where the sun shines on the floor there is horrible banding, so I have to set it to 0.1 which solves the banding, but then there is still a little gap before the shadow starts:

    f8fd663a66.jpg

    I'll keep tinkering and post an update later tonight :)

    Edit: I fixed the shadow problem by just giving the walls some thickness, seems to have solved it!
  • Auldbenkenobi
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    Auldbenkenobi polycounter lvl 11
    I'm having a similar problem in UDK, with my scene. Wish I could help, but hopefully someone knows an answer to both our problems :/
  • PogoP
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    PogoP polycounter lvl 10
    Use a Visarea, and use portals to cut holes in your visara:

    http://freesdk.crydev.net/display/SDKDOC2/VisArea+and+Portals
  • JackyBoy
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    JackyBoy polycounter lvl 10
    Aah, ok, I shall look into doing the portals. I plan to pretty much only use the sun to light my secene (unless I really need to use fill/bounce lights), what benefits does the visarea give me? Does it improve lighting at all?
  • serriffe
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    serriffe polycounter lvl 9
    hey nice! liked that concept art- can't wait to see your take on it
  • leleuxart
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    leleuxart polycounter lvl 12
    Looking nice so far. Everyone else has already helped out with the shadow issue(VisArea + Portal, and thickness to your meshes, instead of flat planes). But for the reflection in the wall, you can increase the glossiness of the pattern. Be default, anything glossy will pick up screen-space reflections, but you can also generate an Environment Probe in the room to push the reflections more if needed. Also, Irradiance Volumes are for radiosity and bounced light from objects.

    As far as crits go, the pattern is tightly packed and the wood texture looks very rough and worn. The pattern isn't that much of a big deal, in my opinion, but I'd definitely revisit the wood. Keep it up though, looking forward to seeing more :thumbup:
  • JackyBoy
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    JackyBoy polycounter lvl 10
    Thanks for the help all!

    @leleuxart: Which wood were you referring to? the wood on the floor or the bit under the wallpaper? I will also adjust the wallpaper so the "logo" is slightly smaller.

    I have a little update, thought I would tackle the hardest part (IMO) and model the chair as I have never done anything like it!

    The scene also seems very dark, I have upoed the min exposure in TOD from .3 to 1 so it wasn't REALLY dark, but it seems like there isn't much GI going on? Is that just how it is or am I missing some settings.

    dIFAIgE.jpg

    Here it is with an environment map added to it, which looks a bit better, but I didn't know if that was the correct way to go about brightening the scene.

    gVg6bZG.jpg

    Close up of chair

    6mwBA14.jpg

    Thanks for looking!
  • JackyBoy
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    JackyBoy polycounter lvl 10
    Finished a nice set of drawers today and added it to the scene

    CAV5yCk.jpg

    Close up

    GMw4wqZ.jpg
  • leleuxart
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    leleuxart polycounter lvl 12
    I meant the wood under the wallpaper. The wood on the floor is nice :)

    You're using a VisArea and portals right? You should be able to adjust the ambient color in the VisArea and then place fill lights to emphasize the light bouncing.

    The drawers are nice, but I think the chair fabric could use some more work. The specularity and smoothness make it seem more of something like plastic.
  • mospheric
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    mospheric polycounter lvl 11
    The glow on the back wall is from bounced lighting. I've never used Cryengine, but that is what is needed. Perhaps doing what leleuxart suggested and adding fill lights to fake that lighting. Getting a good base so far. Looking forward to the rest :)
  • JackyBoy
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    JackyBoy polycounter lvl 10
    Thanks for the advice and comments guys! :D

    Yeah I am using visarea and portals, but the "ambient" slider doesn't seem to do anything :S I will properly do the lighting at the end though, it's working ok for what I need atm.

    Yeah I'm not completely happy with the fabric. I've never done velvet before though so struggling to know where to take the dif/spec/gloss to make it look realistic. Any help in this area would be great.

    Made the little bedside table tonight too. Think I might tackle the curtains next!

    TRBI0Kr.jpg
  • Pixelatedkiwi
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    Pixelatedkiwi polycounter
    This is turning out really nice, looking forward to seeing more progess :)
  • JackyBoy
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    JackyBoy polycounter lvl 10
    Thanks Pixelatedkiwi:)

    375 cloth simulations later...I have curtains!

    Very happy with how they turned out, the inside shot they look really quite dark, but like I said, I will do the lighting at the end.

    PtcRCO3.jpg

    They look nicer in the sun outside though

    jowycdO.jpg

    I ended up having more of a solid box at the top, as the simulations for it kept coming out looking awful and didn't want to waste another day resimming it. If anyone had any good ideas on how to do it I'm all ears, but for the time being I think I will leave it as is

    Thanks for looking, windows next!
  • JackyBoy
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    JackyBoy polycounter lvl 10
    I have added some lamps and a bed, will be doing another version of the bed that goes closer to the camera that is slightly different. Super quick diffuse on the beds too.

    Also updated the lighting slightly, adding some fake bounce lights. I will make the lighting more dramatic towards the end.

    fI27hzO.jpg

    BrlFt0w.jpg

    Thanks for looking.
  • switz
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    switz polycounter lvl 10
    The lighting in that concept is freakin' awesome.. Good going on the props so far, your textures are spot on!
  • Coontang
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    Coontang polycounter lvl 5
    This is looking awesome. What kind of poly count/texture sizes are these props? They look really nice and crisp.
  • JackyBoy
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    JackyBoy polycounter lvl 10
    Thanks for the comments!

    The bed is 3706 tris with a 2k texture (I am also going to fit another bed and pillows on that texture too). The lamps are 3504, 1128 and 958 respectively. They are all on 1 2k texture. Towards the end of the project I will possibly resize textures to make them smaller, if I can, without ruining detail. I could probably do this on the lamps texture easily.

    I am trying to optimise tri counts but without going overboard at the detriment of the asset. As this is for my portfolio I wanted to make everything look good :D
  • NomadSoul2501
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    NomadSoul2501 polycounter lvl 10
    This is shaping up nicely :)
    Loving the folds on the bed!
    One thing and that might just be your camera fov;
    Your room seems longer than the one in the concept.
    It may end up looking emptier and less lived in that the concept, if it is.

    Cheers
  • LaurenceGEE
    Have to say dude, it looks like its going well. Keep up the effort :)
  • JackyBoy
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    JackyBoy polycounter lvl 10
    This is shaping up nicely :)
    Loving the folds on the bed!
    One thing and that might just be your camera fov;
    Your room seems longer than the one in the concept.
    It may end up looking emptier and less lived in that the concept, if it is.

    Cheers

    You are right, I may have to adjust the FOV to make it look less spares, but I am going to get most of the items in first and see how it looks and adjust from there. Well noticed though.

    Bit of a lighting update, new beds, textures, rug, plates and stuff :)

    uC4XR2J.jpg
  • ikblue
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    ikblue polycounter lvl 8
    Great update! do you plan to make it as detailed as the concept? if you do all the small props with this level of quality it would be really awesome :)
  • silver_hoodlum
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    silver_hoodlum polycounter lvl 4
    the floor tiling should be higher, looks really big right now. Also the areas below the bed should be darker. Remember in post process to do some color correc. Going well, keep it upmate
  • LuCh!
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    LuCh! polycounter lvl 5
    nice work, great concept to start from and it's coming together beautifully,
    love the little flower detail on the chair!
    btw, that small ashtray next to the bed,
    you should put some fx in there and make the sigarettes glow and add smoke,
    great work so far, keep it going! ;)
  • JackyBoy
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    JackyBoy polycounter lvl 10
    @ikblue: Yeah I intend on adding everything in the concept into the scene :)

    @silver_hoodlum: Updated the floor tiling, looks much better. Will add post processing at the end...when I figure out how to do it that is :D

    @LuCh!: I actually just tried sing one of the stock CE smoke effects on the cigarette but it just looked like a beam of white light coming from it so may have to make my own. I was thinking something small and wispy so hopefully shouldn't take too long.

    Floor items added with just AO and normal. Also slightly adjusted camera and FOV

    ZhWFnTT.jpg
  • JackyBoy
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    JackyBoy polycounter lvl 10
    Hit a bit of a mental block on how to tackle these next bits and wondered if I could get some help getting over the slump!

    I want to model the pictures on the walls next. I found these for ref

    O74mxXY.jpg

    jXUWGFl.jpg

    But I just don't know where to start. Do I create a simple base mesh and zBrush it? But how would I go about it on the one with the curved edge, just create the silhouette and fill it in? or do I subD it all in Max?

    They don't have to be EXACTLY like those, just something similar.

    Just hit a motivational wall and just want some suggestions to help me through :) thanks all!
  • A-N-P
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    A-N-P polycounter lvl 6
    I'd create basemesh in Max and take into zbrush for floral details.
    Then I'd do one, or both of the following:

    - create an alpha in zbrush from a floral sculpt and grabbing the zdepth.
    - create an alpha in photoshop from photo ref and hand drawn sources.

    Then you can use these alphas to stamp details onto the mesh in 2.5D.
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