yes, we have used gloss maps for every asset made. without them pbs would not work properly.
Really? Isn't that pretty wasteful for things like piles of rubble, and other small props like wooden barrels, crates, jars etc, that just have simple textures to begin with? Can you explain the purpose of using gloss maps for assets like these? Also what textures resolutions were you using?
Really? Isn't that pretty wasteful for things like piles of rubble, and other small props like wooden barrels, crates, jars etc, that just have simple textures to begin with? Can you explain the purpose of using gloss maps for assets like these? Also what textures resolutions were you using?
This is not the game for cell phone... This is only one way how you can make all your assets blend with your environment and lighting in a proper way, this is how it works in real life and that is why with PBR you have to do it in same way as in real life... Just google about PBR..
Really? Isn't that pretty wasteful for things like piles of rubble, and other small props like wooden barrels, crates, jars etc, that just have simple textures to begin with? Can you explain the purpose of using gloss maps for assets like these? Also what textures resolutions were you using?
Forgive me if you were already familiar with this but what you probably know as gloss map is slightly different in a PBS system.
Basically a gloss map should truly be referred to as the roughness map and can be compared to the classic specular map you are familiar with.
All the detail goes in here and determines how reflective a particular surface is so without it, the material does not work.
Pretty much every non metallic surface (and a few other exceptions) have a constant specular colour so there is rarely a need for a specular map unless there is a mix of metal and non metal found on a particular asset.
Most assets are driven with an albedo and normal map with the black and white roughness in alpha so in general, it appears as a pretty cheap set up.
Really? Isn't that pretty wasteful for things like piles of rubble, and other small props like wooden barrels, crates, jars etc, that just have simple textures to begin with? Can you explain the purpose of using gloss maps for assets like these? Also what textures resolutions were you using?
your right, but the gloss maps are grey scale. so instead saving them out uniquely you can store them in the alpha channel of an other map for example the normal.
diffuse and normal maps resolution ranged between 521 and 2k the average being 1024.
Incredible, thanks for sharing this. I still can't believe this is fully real time lit.
Has the Maya to Crytek engine pipeline come a long way during the development of this game? If so are the changes being back integrated into the home personal use version of crytek engine?
Has the Maya to Crytek engine pipeline come a long way during the development of this game? If so are the changes being back integrated into the home personal use version of crytek engine?
the pipeline has remained the same as in the sdk. That counts for maya as well as max. however i cant make any future predictions about the sdk.
Random question: Was the vegetation outsourced, or was that done in-house?
the vegetation was traditionally made in house. these guy have tons of experience with vegetation creation and are, as the images show, still super passionate about it
Thanks for all the great comments and love. The env art and lighting team worked super hard to get the quality you see. Really was amazing to see where we were 6 months before this and how far we pushed it for release.
It's been a while since I looked at the game myself, the screens are an awesome reminder of all the cool stuff the Ryse art team pulled off in such a short time.
Good stuff and great idea for putting it out there for the community!
since some of you asked for a small mockup about how we did the sand materials for the beach landing scene in Dover, I created a slight presentation sheet for you. It's not a real tutorial, but just an example of how we progressed on that area. Hope that it's fine for you!
Very nicely done! So, for clarity, are the puddles and rifts applied as decals within the engine then?
It's exactly like Higuy said - we used both techniques. It depends on the individual situation. Because of performance, we couldn't cover everything with decals, so we only used them as a support and painted the major spots with terrain material.
One smaller question: Do you create special alpha maps for every decal-version of such textures or do you have a library of generics for them?
Hey Rollin,
yeah - the modified CryEngine for Ryse introduces the possibility to use generic blending texture files to control the blend and alpha test, instead of exporting the diffuse texture with a blending map stored in its alpha channel all the time.
This way we could arrange several puddles and rifts on one diffuse, normal, gloss, spec and displacement texture sheet and just switched between different blending map textures to show the preferred puddle or rift on that sheet.
Saved tons of texture memory as well, plus you don't need the blending textures to be the same resolution as the diffuse texture anymore. Before, you always had to put the blending texture into the alpha channel of your diffuse texture in CryEngine to make use of that feature.
These sand textures are my favorite visual in the whole game, excellent work. Thank you for sharing the breakdown. I am surprised and delighted you achieved this type of quality without having to brush these textures in Zbrush.
A couple questions:
1. Was the blend material using vert colour painting to blend the different sand layers in or a texture mask for that specific piece of geometry?
2. You mentioned that you also used decals on top where needed, is this because the blend shader has predetermined uv's and therefor you could not paint in exactly where you wanted the water rifts to appear only reveal the underlying tiling textures?
3. Is that piece of terrain a static mesh built and uv'd in Maya, or is it an editor piece of terrain that get's auto uv'd in world space?
Really amazing stuff, really digging the night shots. Just amazing attention to detail, would love to see more. Also any chance on being able to see wire frames or a breakdown of materials?
Would it be possible to see some vegetation breakdowns as well? If something really stands out in ryse i would say its the vegetation!! And thanks for the "tutorials" so far, really intresting and inspiring!
Replies
This is not the game for cell phone... This is only one way how you can make all your assets blend with your environment and lighting in a proper way, this is how it works in real life and that is why with PBR you have to do it in same way as in real life... Just google about PBR..
Forgive me if you were already familiar with this but what you probably know as gloss map is slightly different in a PBS system.
Basically a gloss map should truly be referred to as the roughness map and can be compared to the classic specular map you are familiar with.
All the detail goes in here and determines how reflective a particular surface is so without it, the material does not work.
Pretty much every non metallic surface (and a few other exceptions) have a constant specular colour so there is rarely a need for a specular map unless there is a mix of metal and non metal found on a particular asset.
Most assets are driven with an albedo and normal map with the black and white roughness in alpha so in general, it appears as a pretty cheap set up.
your right, but the gloss maps are grey scale. so instead saving them out uniquely you can store them in the alpha channel of an other map for example the normal.
diffuse and normal maps resolution ranged between 521 and 2k the average being 1024.
Beautiful work!
Has the Maya to Crytek engine pipeline come a long way during the development of this game? If so are the changes being back integrated into the home personal use version of crytek engine?
Will there be breakdowns in the future? Wireframe comparisons and sculpts?
hehe
I wish this was out for PC!!! save me $500.
Great work. Love the outdoor forest scenes, just clean and awesome.
Amazing work!
Random question: Was the vegetation outsourced, or was that done in-house?
the pipeline has remained the same as in the sdk. That counts for maya as well as max. however i cant make any future predictions about the sdk.
the vegetation was traditionally made in house. these guy have tons of experience with vegetation creation and are, as the images show, still super passionate about it
Just wanted to ask if there's any chance we'll see a big dump from them as well?
It's been a while since I looked at the game myself, the screens are an awesome reminder of all the cool stuff the Ryse art team pulled off in such a short time.
Good stuff and great idea for putting it out there for the community!
some of you did ask about how we created the moss for Ryse. I've compiled a little tutorial for you guys!
http://www.polycount.com/forum/showthread.php?p=1986862#post1986862
enjoy !
here is a little update with some more shots of a level that wasn't included in the art dump yet.
enjoy
since some of you asked for a small mockup about how we did the sand materials for the beach landing scene in Dover, I created a slight presentation sheet for you. It's not a real tutorial, but just an example of how we progressed on that area. Hope that it's fine for you!
Cheers,
Finn
Looks like its either decals or it was painted in via terrain painting. Probably decals.
It's exactly like Higuy said - we used both techniques. It depends on the individual situation. Because of performance, we couldn't cover everything with decals, so we only used them as a support and painted the major spots with terrain material.
One smaller question: Do you create special alpha maps for every decal-version of such textures or do you have a library of generics for them?
I've done this mixed approach too but I found it tends to get a bit messy without organizing files from the beginning
great work!
Hey Rollin,
yeah - the modified CryEngine for Ryse introduces the possibility to use generic blending texture files to control the blend and alpha test, instead of exporting the diffuse texture with a blending map stored in its alpha channel all the time.
This way we could arrange several puddles and rifts on one diffuse, normal, gloss, spec and displacement texture sheet and just switched between different blending map textures to show the preferred puddle or rift on that sheet.
Saved tons of texture memory as well, plus you don't need the blending textures to be the same resolution as the diffuse texture anymore. Before, you always had to put the blending texture into the alpha channel of your diffuse texture in CryEngine to make use of that feature.
A couple questions:
1. Was the blend material using vert colour painting to blend the different sand layers in or a texture mask for that specific piece of geometry?
2. You mentioned that you also used decals on top where needed, is this because the blend shader has predetermined uv's and therefor you could not paint in exactly where you wanted the water rifts to appear only reveal the underlying tiling textures?
3. Is that piece of terrain a static mesh built and uv'd in Maya, or is it an editor piece of terrain that get's auto uv'd in world space?
Truly great art.
Thanks for sharing!!