Been slowly working on this along with learning the Crysis editor. Most of it is placeholders with quick diffuse tiles to give me an idea of the general look. Currently, I'm modelling more "stuff" to put in. Ignore the long dark strip on the left wall, I had an idea to put a long rusty copper metal strip there but.... deciding to take it out
Replies
@nrek: I have some broken boards which lets some light in from the ceiling, which is not seen in the screenshot. BUT, I also added 2 very soft point lights in that area because I felt it didn't light the room enough.
@achillesian: I know! but I don't know how to reduce it It may get better once I get specular maps in and tweak the material values
What would be cool is having some leaves on the floor since now you have the room smashed open. And id try to see if you can do a subtle beam from the sun coming through the doors window and the roof, might be cool touch. The room has nice volume now, one thing my stuff has always lacked, good job.
heres a little update with my texturing. nothing too exciting, the scene is mostly tile based textures. I'm looking into doing decals next, for the walls and ground. And hopefully can spend the whole next week on making debris and just general junk to scatter around
Also, 8 sided cylinders on that mesh work close to the camera? Boo! Update that shiz to 16, 20 sided even. No sense in breaking the belief of the scene with such unneeded optimizations.
Some rays from the light above and a bunch of itty-bitty garbage on the ground and you've got yourself one fine looking environment.
Also id get rid of the bloom on the pipes as it's not really being hit with direct light.
I believe the bloom can be adjusted through the TOD editor.
The hole in the cieling I think could be toned down some, maybe put some more bits of roof here and there. It does jazz up the scene, but it doesn't match the window with the tree foliage in it enough to be immediately recognizable as outside lighting. It looks like a different type of light source altogether with its difference in yellow.
Some really brightly collored plastic yellow barrels would look cool, and give it a game art "pop". Just a suggestion, comin' out great.
Edit: A small spider on that brick in the foreground would be kick ass.
top down view, better looking decals
Sandbox has been pretty easy to pickup and imho I think it's friendlier than UE3. It's very similar to 3ds max with how it does the materials. Importing meshes and getting materials on them takes a lot less steps than UE3. Just export using the Crysis exporter, refresh the Crysis brush menu, and that's it. The mesh remembers the material you give it from 3ds Max, so you just export the material from max and it will go onto the mesh. Very cool for meshes with multiple materials, cause you just setup a multi-sub material in Max and export that. Instead of UE3, where I had to setup a brand new material for every different texture on a multi-sub mesh
The only thing that bugs me right now, is that I think there's some issues syncing with paths since I bought Crysis off steam. I have issues when I sync materials from Crysis with Max and also exporting materials from Max to Crysis when needing to update them. Sometimes it just doesn't update, and also a little quirky handling filenames with uppercase letters. I also kinda wish it could load up new scenes as just rooms, like in UE3. Seems like all new scenes always start out as outdoor terrain with water. Other than those, I'm really loving it. I'm totally in love with the realtime SSAO and lighting system.
Gawd. I wish I could export multi-sub materials the way your doing it. For some reason, the material editor will not create a new material within Sandbox, when I do it your way. Its just blank mat editor. LAME! So i create a material manually and then assign it. Yay me. lol
Aside from adding extra gemotery on the pipes (should do it!) particles would be killer in this little scene. It would really add alot. You should check it out.
And yeah, Sandbox does handle textures/normal maps really shitty at a slanted angle. Iam having this problem right now. It really looses those detials. I think the key is extra gemotery. Thats what Iam trying right now atm. Well see what happens.
Awesome work man, keep it up!
Here ya go! I'll definetly post more wires and textures as I get closer to finishing, which is real soon. Alot of the meshes, I just import into Crysis and instance them around, so I don't really have a full scene in max. But, according to Crysis, this scene is about 10,000 tri's at the moment. There are stuff that I still haven't optimized yet, mostly on the broken roof, and possibly the bent pipes.
Diffuse, Spec, Normal. Square tiling textures are 512x512. The rest are scaled properly, so just use the squares to judge the relative size If there's anything specific you want to see, just ask
Tiles
Uniques. Vent square texture = 256x256
And lastly, this is my shame... This is the texture for the valve unit. I originally wanted it to be unique, but it ended up practically the same as my tiling copper pipe texture. Sadly it's 512x1024 but shares the same spec and normal as my tiling copper pipe texture
Special note on the ladder: I orignally built a small step ladder, but once I put it into Crysis, it turned out alot smaller than I wanted. So I just duplicated my vertical wood mesh and attached it to the bottom to make it longer. That's why there's a horizontal edge loop near the bottom
@ctrlZ: thanks for the paintover. I agree that my scene is a bit too monochromatic and i'll try to get more color in. I absolutely want to make it more game art than a study on realism but something inside me just kinda cringes whenever I try to amp some of the colors :S
This is my ref that my scene is based off, and my above lighting attempt was a stab and trying to replicate this