Hi everyone, this is the stuff I`m working on, and would like to improve it further so please do comment
. Everyting is still a wip including environment and lighting.
Will post some closeup shots of the assets once I figure out why Sandbox keeps eating my normal maps. The above shot is from the editor.
Based on the mythic concept for warhammer>
Will post more images when I get back from work. Cheers.
Replies
The diffuse is great, now all weneed is a better normal map! hope you didnt nvidia all the stuff in
Hope it turned out realistic on purpose :P but making a barn like the one in the concept would have been a better challenge i guess
hmm...cryengine you say....looks alot like the marmoset engine
Model:
great wimsy on the roof, but everything else is planar. Dilapidated is a fun word to use. Nothing can be perfect, avoid 90 degree angles, perpendicular or parallel edges, etc.
Be sure to trim everything, you’re missing a transition between the walls and the roof tile, so it's just two different materials butting up against each other.
Texturing:
Less Google, more painting. You've got all the small details that come from using photos. This makes your colors look great, and I'm sure this looks really nice when you walk right up to it and look, but at a distance it's pretty much nothing. Basically you did the last step first. A good example here is the error you're getting on the vertical boards on the left. While it's best to always paint for all distances, if you're certain this is your presentation angle, at least fix this board so it renders correctly from it.
More to come if you find this agreeable.
edit: if it's normals, replace the word "painting" with "sculpting".
Painting -Which board? Yes, it supposed to look good from all distances, not just from a distance. I made the surface details first using images I desaturated, leveled and masked in PS then using colour overlays and finally painting in the wear&tear. These are all in seperate layers so it makes it easier to generate normal maps because I can hide all the colour information. I`m not sure if that`s how you supposed to do it but it seems to give better results compared to when you just CB the finished texure )?
what are these subdivsions at the windos for? i mean these could be floating meshes no need to cut them into the wall i suppose..
and try to work even more on the stuff chris holden mentioned
Reall fresh piece of art. Is it for a mod or something?
If it looks not taht good from distance maybe you can tweak the mipmaps by hand in photoshop with a little color correction.
I lost a really good artice found on gamasutra about mipmapping in photoshop...to bad..
Like to see more of this.
EDIT: Looking a bit longer at it I think some decals and slightly dirt would be really good for this model. especially the chimney area and below the trims.
This is partially true.
Unless I'm wrong, screen space ambient occlusion only effects actual geometry and will have no effect on false geometry represented by normal maps. So if you have a flat wall with some kind of geometry normal mapped on it would need to have an AO map, if there is actually geometry the screen space AO will take care of it.
only two things :
the tiles on the main roof seem really subtle, almost looks like blue canvas on the perspective shot
the rooftop above the main door, the way it doesn't meet the main pitched roof ... mnnaaargh ... i can see how it *could happen, i just don't see that it *should happen ... do you have any *ahem* real-world reference for this bit of architecture? (it doesn't really read like that on the concept, not to me anyway).
Vegetation and chicken (can you spot him?) is from the engine, just wanted to point that out to avoid misunderstandings
Regarding SSAO: hmm cool tech for sure. I did bake the AO where I had a hipoly version though (for example chimney)
Warning large image ahead >>
I agree with IxenonI about more AO information with vertex color (fast and simple way) or bake it in another unwrap channel.
You also could add some more tiny rocks and grass where walls meet the ground. In this way it will look more integrated and old. Especially where u have that old deformed stone wall - its color is way darker than the ground that it touches.
Also that deformed corner piece does not feel to me like it is composed by individual stones. It looks more like a skin. Maybe you could have several stone pieces actually modeled and pop out a bit from the surface. Or you can actually subdivide it a bit more and apply real displace based on your stone texture. Polycount will go higher but it might be worth it for this piece
http://www.gamespot.com/pages/image_viewer/frame_lead.php?pid=938611&img=108&popup=1
anyway fantastic work, love it so far
My one crit thus far, the base of the house and other objects that are intersecting the ground are too clean. There is a crisp line where the geometry intersects the terrain. Think about adding foliage / weeds / grass cards, etc to the base of the house to break up the silhouette, but also consider adding dirt and grunge to base on your textures to better ground things.
Keep at it!
-Tyler
1) Eagle insignia on door is flat and almost invisible against door. You could easily sculpt something out based on that shape for a lot of depth in the material.
2) Low poly chimney has no defining shapes. It looks like a beehive. Needs to have brick shapes modeled in and cut out (really the same for all brick areas of this piece) for strong silhouette.
3) Ground transition. Color, mesh, etc. Right now it's kinda lego'ed into the scene. The best bet is bowing out the mesh near the ground, and adding more destruction and bits of house material around the ground there.
Anyone have a good link to a 'intro to the max to crysis pipeline' tutorial?!
~C
http://doc.crymod.com/AssetCreation/frames.html?frmname=topic&frmfile=index.html
Seems like a useful resource!!!
ps
I have seen the chicken.
but the rest of the stuff looks very nice.
with certain resolution it could happen
edit: Should also say I think this looks pretty amazing in engine. I also agree with Cholden about really making that eagle insignia pop on those doors.
I think this is it. (I also think it's running around so that's why you can't find it in the same spot)
Phew, normality has been restored and i can get on with doing someting other than looking for chickens.
Great stuff Vik
theres a hidden spider in there too that I can see...
THE HUNT BEGINS
I`m working on a new scene so I`d call this done unless there is something in need of fixing.
Finally, some winter shots I made earlier. You can make any objects `frozen` in Cryengine which applies snow to objects according to their face normals(? my guess). I couldnt find a way to mask it or control it and the documentation is kinda lacking unfortunately. But thought I`d share them anyway.
Thanks for all the comments&crits so far! :santa:
great new lighting set-ups
this is looking beautiful. The snow effect does look a little unatural in certain areas, I would think that there would be a higher volume towards the base. I guess with its limits this wouldn't be editable?
Nice pockets of snow on roof tiles and in corners.
The only thing that could be a bit different as to me are snow spots on the wooden wall around the huge gate with eagle. Those spots look like random white brush distribution and it contrasts with other neat areas that u have got in your model
Beside that it is great man !
edit: ah, sry , i dint see that the snow is controlled by the engine. Well in this case discard my comment on the weird white brush thing
Vj
main building 2x2k maps
props: 512x512
Final wires ~39k tris