Astronaut dude was created in maya, zbrush, photoshop and ndo.
Environment was pretty much just maya, photoshop and ndo.
totals about 20000 triangles
3 x 2048 maps ( diffuse, normal, specular ) for character
4x 2048 maps for environment ( diffuse, normal, specular, height ) because I used Cryengines parallax offset mapping.
This looks AWESOME! Only possible addition, I think it would be cool to have debris in the scene to spice it up. My apologies if this is how it looks in the movie, I haven't seen it yet, but even so, you can always deviate to make it more visually interesting.
Some better angles and close-ups would be cool. Really love those lights on the helmet though.
Thanks everyone. Hey thats really cool, I was looking for a way to do that! ended up sticking in my own environment cylinder but it didnt work very well because I couldnt set it to unlit.
I agree with the others that the presentation isnt very interesting, I wanted to add broken pieces to the ends of the scifi tunnel and have more debris but Im starting to run out of motivation on this scene now. Might come back to it and add all that stuff later.
there are some more pics of him from different angles on my website : http://www.gd3dart.com
Ive also been setting up a seperate scene with just the character for more clear character renders with closeups etc.
jack harper(tom cruise) never actually wears a space suit like this in the movie I just designed it myself around the oblivion style.
How is CryEngines parallax for flat panels like that? UDK was giving me too much issues and swimming when I was trying to do something similar.
It works really well but you do get odd bits on the edges unless you make them perfectly tiling, it can be tricky to get the edges to not stick out even when the tiling is good. On the plus side the environment is really really low poly.
I started the environment as a little experiment using ndo2 and photoshop. I didnt really expect to take it this far haha.
I think there's too much AO in the diffuse in the suit. It's making the suit look really muddy. You have a lot of normal map information for the creases and wrinkles, so I'd just let those create the shading.
In regards to the environment, it kind of looks like you got him posed for floating in space, but it's hard to tell because of the environment. I'd throw in some signs, doors, and other stuff that has a recognizable direction, then have your character angled or something so it feels like he's actually floating.
I think it would be really cool to throw some stuff in the background outside of the ship. Like have him looking towards something, maybe a planet or the rest of his ship. Not enough to take attention away from your guy but just to kind of direct the viewers gaze. Looking really awesome so far!
Replies
http://www.crydev.net/wiki/index.php/Creating_a_Level_in_Space
Some better angles and close-ups would be cool. Really love those lights on the helmet though.
Thanks everyone. Hey thats really cool, I was looking for a way to do that! ended up sticking in my own environment cylinder but it didnt work very well because I couldnt set it to unlit.
I agree with the others that the presentation isnt very interesting, I wanted to add broken pieces to the ends of the scifi tunnel and have more debris but Im starting to run out of motivation on this scene now. Might come back to it and add all that stuff later.
there are some more pics of him from different angles on my website : http://www.gd3dart.com
Ive also been setting up a seperate scene with just the character for more clear character renders with closeups etc.
jack harper(tom cruise) never actually wears a space suit like this in the movie I just designed it myself around the oblivion style.
It works really well but you do get odd bits on the edges unless you make them perfectly tiling, it can be tricky to get the edges to not stick out even when the tiling is good. On the plus side the environment is really really low poly.
I started the environment as a little experiment using ndo2 and photoshop. I didnt really expect to take it this far haha.
In regards to the environment, it kind of looks like you got him posed for floating in space, but it's hard to tell because of the environment. I'd throw in some signs, doors, and other stuff that has a recognizable direction, then have your character angled or something so it feels like he's actually floating.
Anyway heres some nice toolbag 2 renders