For a long time I've been quietly enjoying all the awesome stuff people are posting here on polycount, but never really shared any of my own work. Since I just updated my portfolio I figured I might as well try to be less of a lurker and for once share some of the stuff I've been working on at Crytek.
I don't think I can post extensive breakdowns. But for the brick buildings and concrete structures, these are almost entirely done with tiling textures. In the case of the concrete stuff the damage was done with edge decals as described in this breakdown in the SDK documentation. http://freesdk.crydev.net/display/SDKDOC/Using+Decals+for+Destroyed+Structures
@leleuxart - the ivy assets were a lot of fun to play around with and made by Tom Deerberg who has been doing awesome foilage & trees since Crysis 1. They are actually fairly low in polycount but still feel really dense.
@cmtanko - for the DLC I mostly did assets that are used to dress up the level, like the watertower in this case. If I remember correctly Scott Homer worked on the vistas in this one, he might be able to explain the process a bit better. But from what I recall they used World Machine output as a starting point.
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The ivy in the 2nd picture looks so good, any change you could post a wireframe?
I second the breakdown shots if you have any, especially some more individual assets.
Your website looks great,
umm.
I'm wondering how you did the mountain in this shot.
World Machine/Zbrush sculpt ? Is it model /terrain ?
It looks so nice and detailed.
I don't think I can post extensive breakdowns. But for the brick buildings and concrete structures, these are almost entirely done with tiling textures. In the case of the concrete stuff the damage was done with edge decals as described in this breakdown in the SDK documentation.
http://freesdk.crydev.net/display/SDKDOC/Using+Decals+for+Destroyed+Structures
@leleuxart - the ivy assets were a lot of fun to play around with and made by Tom Deerberg who has been doing awesome foilage & trees since Crysis 1. They are actually fairly low in polycount but still feel really dense.
@cmtanko - for the DLC I mostly did assets that are used to dress up the level, like the watertower in this case. If I remember correctly Scott Homer worked on the vistas in this one, he might be able to explain the process a bit better. But from what I recall they used World Machine output as a starting point.