Hi all!
I'm not sure this deserves it's own thread, but ...
Just finished a little sci-fi environment in CryEngine 3, here's some footage:
[ame="
http://www.youtube.com/watch?v=1_mqQtZ4SAQ"]Irruption - Cryengine FreeSDK environment - YouTube[/ame]
(link to original quality-lossless video in description)
Screenshots:
Cosmonaut:
Modular tentacle:
And some demonstration of tesselation/displacement map I used for foil hose pipe material:
Replies
> Gendolf
It's pretty standard way - making hipoly in zbrush, then baking tiled 16-bit displacement map in Maya.
Result (resized) :
> walklikethis
It's a good way too, but I think that tesselation approach is much more efficient for my environment, because it's non-sensitive to base mesh deformation/bending, and could be very useful in couple with zPipeMaker free plug-in for Maya, that I used for this scene.