Hey guys, here's WIP image of my second CE2 scene. The original idea was to record a video and the area was a bit bigger but i decided to cut it and work on some still images instead. (Want to have it finished and move onto something else).
I don't have a lot of time to work on it lately so i decided to post a wip.
The trees and truck are placeholders (gsc game world assets), the skybox is from Crysis (also placeholder), rest of the assets is Custom and made by me. (maybe except one dirt decal that also comes from Crysis, not sure).
Replies
Maybe sky could have more blue color, since your shadow color is blueish.
great work so far!
ps..@ your tag:
"Billy you know something? What is it....?"
I don't agree with the lighting comments tho, it seems very bland. I would personaly give it a slight yellow / orange touch to the sun light, but that really comes down to a matter of personal taste.
But nice modeling dude, and especially (and it's the best on the whole scene), awesome textures! Post some sheets!
I dig the lighting btw..
edit, just noticed that oil slick spilled on the ground, seems kinda dull, could use some tlc
Otherwise it's a badass little scene
Looking at the intensity of the light on the tubes, the sky should have more intensity if you are going to use one different or the same (this one is very good).
And looking at one of the "fences" on the left (don't know the exact name in english sorry), there's something weird because shadows are casted only on the crates but not on the ground.
keep it up!
Thanks, agree on the sky. This is not based on chernobyl however. But yeah i can see where you found some resemblance.
Thanks
I will post some more angles along with next update somewhere in future
"I ain't got time to bleed"
My portuguese friend has spoken. Yes, personal taste indeed Posting some stuff along with this post.
Thats some random dirt, but you gave me some nice idea now
Will pimp some indeed dawg, yo. :poly122:
:poly121:
:poly136:
10 bucks a wire kthx
Ah yes, since CE2 would ignore object as small when it came to casting shadows i had to fake it, and it was set up for different lighting :P And yeah, that'll be fixed. Thanks for a heads-up.
Season 2 starts Nov 2011
Posting just some props this time, will add more angles along with next update.
:shifty:
.Core
Yep, its the part i changed a little while before i posted this and yeah its a bit empty now. There's railroad going along the road and you will be able to see this later on.
my nizzly
Thats the kind of metal that 'blooms' like this (+ i like the effect) and what SHEPEIRO said.
I'm not really going after 'totally abandonned and no-hope-for-humanity-oh-look-i-found-a-glowing-artifact-lets-sell-it-at-the-trader' kind of look. It's something in between, I'm roughly basing this on a Polish factory that's 50/50 abandonned/fullyoperational.
:poly121:
With next update :poly124:
I don't see any problems with shadows in there, maybe it makes a weird illusion but everything is correct in there . Ah, and yeah the skybox is temporary.
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Thanks for all the replies guys. Here are some random images n shit. Most of the textures i'm using are simple tiling materials. The have a lot of segments instanced ingame, its not one big mesh by no means
also waiting for more angles :poly142:
I like the use of decals, and grittyness you added among the endpoint areas on the surface corners.
The background, the environment beyond the scene looks a bit empty. Some more trees me thinks?
Yeah, it runs fast (duh) and a lot of stuff is instanced so its not much of an issue.
Yeah, i like the way you can just model them and give them 'decal' tag on material options and they work as they should. The sad thing is that the regular, in-editor decal tool is rather funky :S
Yeah, this stuff is still WIP.
some month's ago when I spoke at the FMX in Stuttgart to a guy from Crytek I asked him if he knew about the movie scene competition you entered before and if he knew that impressive stuff was done using their engine and the sandbox editor.
Clearly he was not yet aware of it (maybe by now he is) but thanks to guys like you the Crytek engine shows very nicely that not everything has to be unreal Engine.
You should by chance drop them an email just to be sure that they know about your alien2 scene and this stuff worthy a notion if I may say so
keep it up, and
moooar screens
So, yeah, eventually I believe they all heard about it!
CryEngine2 has proven to be a very versatile engine, and It has been proven not only by the SFAM competition but many other artists. I remember this StarCraft scene that was posted here a few weeks ago, it was just mind blowing!
( http://boards.polycount.net/showthread.php?t=62634&highlight=StarCraft )
And of course, personally, I highly prefer CE2 rendering to UE3.
First you have the electrical panel, a really optimized model maybe even to much optimization was done to it. Could cause some artifacts depending on the lighting. But that's hard to tell just from those screenshots.
Second you have the oil/gas tanks, they have a ton of polygons that do nothing to the silhouette of the model and could easily be removed and wouldn't change the look of the model at all.
Then you have the roof pieces of corrugated metal, lots of polygons spent there but yet you use decals to do the damage of the bricks. You could easily redistribute those polygons around to make the silhouette of the building much interesting to look at. Especially since those details are at eye level and would be much more noticeable.
If some of those bits I mentioned are still WIP and you were already planning on changing them, then don't mind me.
i'm not really planning on cutting down polycount of these models honestly, i plan on reusing them later on and i'm also not planning to release this as a playable location of any sort.
This was planned as a material for video anyway but i don't have time to pull this into this direction any more so just a couple of stills is what i'm looking for.
So there is no sense in downgrading these models whatsover because thats not the point. I want to keep it at a reasonable frame rate but its not my main goal.
Anyways if i wanted it to run faster i would add a couple of LODs here and there
Worth noting is that i'm doing this for the pure fun of doing so since I'm not really looking for game art work atm. You could say this is kind of a playground for testing various things in the engine which is pretty nice to work with . I'm not really baking any high polies and/or using incredible assets with unique texture sheets. I might do something like this at some point, though.
Vista broke my pc down, i was forced to revert to xp x64 (thanks god), i lost some data but (ofcourse) had a copy of this scene, not sure where i will go back to it and actually finish it though.
@shadows - i agree on the poly distribution but this also applies to what i mentioned above. The problem with CE2 and micro details (like broken bricks or thinner elements) is that the sky shadows will either ignore them or leave a lit margin near the edge or whatever, it looks bad. The only way to have nicer &smoother details on these kind of surfaces is by stamping a decal on them. The decals i used on the building on the right are quite quickly done infact, iwas thinking about actually baking few decals based off high poly model of the wall brick texture (duh). Might try that, could be fun.
@renderhjs - thanks a lot & helder replied pretty much perfectly
@bones - yep it is, its tuned down however.
Oh and Adam thanks for your valuable comments, really appreaciate it. :shifty:
Adding LOD's is one thing, but efficient and effective modeling is another.
The models are nice, the scene is great, I just think the modeling isn't very efficient and the same look could have been achieved if it were AND you'd have yourself a solid game environment. Double-whammy.
I used to do the same thing; Spend triangles as needed to make awesome 3D art, but in the end I wasn't showing people I could work well within a game environment. I think you could have done EVERYTHING you wanted to do and get a decent video game environment out of it.