LAST Update :
Hello guys I posted this also on the CryDev and as ask by someone in the WAYWO I make a thread for this street project.
This is a mini level based on the idea it could fit as a background in a side scrolling game. Like escape plan on PS vita. I also made it to have more in depth knowledge of the CryEngine before making something totally different and much bigger.
The project is highly cartoony and this is probably not the best engine for this kind of setup but let's see what I will end up with.
I'm going to only use a diffuse map. But maybe I will end up with a flat normal map and a specular map to give some more focus point on some building. The thing is if I go this way I'm a bit scared to loose the lowpoly style I have now.
Here are my reference sheet for props, building, main style and the texturing feeling I want to have.
Blockout:
For now this is the final street but I'll rework the wheels of the cop's car to have some more geometry as I rely more on the polygon than on the detail in my diffuse map.
And this is where I'm currently at into the engine.
What's need to be done :
- Find a way to make the tree more dynamic and make the foliage part.
- UV mapping of all the grey stuff. I'm making each building on is own texture of 1024*2048. For the 2 smalls one I'll probably go for a 1024². At the end of the texturing I'll pack them to get all texture on texture map of 2048². Only the road will stay on is own as there is an horizontal tilling on it.
- Texture all the stuff in grey. It takes me some time as I often put the texture into the engine to see what it give in real time. And I adjust a lot the texture color,brightness and contrast.
-Tweak light, post process and some other stuff into the CryEngine (Learning purpose)
My main goal is to have a street with volume and depth but also try to blend everything in it to have a painting feeling. Like if someone have just made it by spending time looking at those buildings.
More update on Friday I think. Maybe tomorrow but the sun is shinning and my bike too much clean.
Replies
Love the idea and the progress so far. can't wait to see more of this.
The only comments i really have, but you hit on in your post, is about tweaking the lighting and the post process. right now, that fog is too thick imo and the lights are a bit dull. but you said you'd tweak em and i can't wait to see how it comes out ^_^
I want too keep it as it's helping for the volume and depth but it's right that the color are a bit wash out.
Also, how are you doing the night lighting? Did you change the Time of Day to a late time? I got better results by just adjusting the fog and sky colors to black(or dark blue, whatever you want for your scene) and adjusting the sun's parameters. You get more control then.
I'll play around a bit more with the fog. Decrease it and move it more off the camera.
Thanks you guys
Some more learning with the time of the day settings.
I also played a bit with time of the day. But I feel pretty much blocked with it for now. Will give a next try when I'll do the end polishing.
For some reason when I put the antialiasing on 10 the MSAA broke my lighting.
Is it possible to keep the setting you enter in the command ?
Is there a way to have Hard shadow into CryEngine ?
Again Thanks you guy it's already look much better with a lot less fog and some more contrast.
AA is dependent on your hardware. Try a different method of AA.
What setting are you trying to keep? Do you mean the console command/CVar?
You can adjust the shadows per light entity and globally. There should be a CVar for shadow adaptation size, where the lower the number, the less of a penumbra.
You lost me with the CVar
Yep I'm mean when you hit the ... on the right of the console command. A windows pop up, is it possible to keep the change you made from them ? Like the customreswidht, AA settings, and so on.
I'll check a bit more on the light and in the command panel.
Well I think I don't actually need to go up to 10 for AA as the last screenshot is pretty clean.
But here is a breakdown of the final model except the tree will have some more silhouette work.
When I have finish all the texturing I'll start new stuff and gather some criticism and feedback to make the polish/post process part. Ins something like 1 week.
I'm close to the end for now not much work done today. But there is a bright sun outside and a bike to ride.
I'll be working tomorrow on it and hope to have all the texturing done. Tweak a bit the light (any advice would be appreciate).
And then start something new and different.
And finaly do the left building.
I'll stay a week or so away from this project and come back for the polish and post process.
Is this all Handpainted?
Yes all is handpainted it take me a while.
I made it in 4 times :
Base color
Light/stroke/value. It's a mid grey layer in overlay mode where I paint all in grayscale color on 9 values.
Variations
Smaller paint color.
All is based on the triad and complementary color theory. I'll probably need to tweak a bit all the value to detach some shape from other.
There is some more tweak to be done on the Left Yellow building. And add color variations and sharpen them all.
Last day of work on this project. As said I will start a new project for 1 week and come back on this for some foliage tweak/add. And also some VFX/post process work.
What u planning on doing for the sky ?
I'll also add the pinup thing and some ads where it's need to be done like the car of "Death proof" in the big ads panel.
I'll also add some other stuff suggested on Crydev forum and FuturePoly
Thanks you guys for the suggestion and the encouragement
So here is what have been done:
Light more purple
I need to improve some of those effects and make the inking for all the buildings.
@luge I'm made the change you told me and it was for the better. The light from the car was a bit burning the green building.
And also the color of the light was too white.
Really liking the look of the starry sky. I think if you increase the contrast of the silhouette of the background buildings, it will help the entire scene.
I need to find the right value balance for them., more shape will probably help to get them detach of the sky.
Overall, such an awesome project though. You did a great job with the style and "feel". I really dig it.
@Jeff
I put the WAYWO shot into the update of the 1st post as it's basically the same as the 3 screenshot you have at the end.
Ahah someone already told me to make a whole city like this.
@RogelioD
Make a short animation out of it, is a great idea and if I add the time and the knowledge. Shaking camera and other more scripted stuff I would do it now. But I'm already on something else more realistic.
And there is one other more realistic outside factory waiting for me too.
The best way to achieve this would be to find someone interested of making a short animation to show off his/her skill. I not against the idea of giving my CryEngine working files for this.
I love the coherent style trough the whole street.
Were it be a game. I would play it just for the graphics
Again thank you.
@SaboR1996
This is quiet simple
In the end I only have played with value and color nothing really fancy. After this base texture I change a bit the value of elements. With the light done into Cryengine
Here is a render I used for this step.
The smoke could be more illustrative, still, in my opinion.
Something like cotton might fit in.
Edit: scratch that, somehow missed the second page.
me wants a moving pic! xD
now it looks like a painting, same with elementrix's stuff, when I saw a vid of that it looked even better, probably the same with your sc