For now we focused on developing our idea and 3d concepts. We spend some time playing around with shapes and compositions.
Concept:
In order to get a better feeling for the destruction going on, we intent to create a good contrast between a peaceful, utopian environment in the foreground and devastation in the background.
Thanks oalexis, hopefully it will look much alike in cryEngine2, but we are confident.
We created our map layout and started to work on the buildings, quite a lot of work to do however. The tower in the background will be our center object. Destruction and evilness is still to be added.
Here's a small update on one of the interiors.(to be filled with props) We'll post a map layout and some sort of concept to illustrate the end game part of the level later.
Here's a Quicktime VR with seams. (Quicktime VR is bitchy on 64bit systems)
# added starting position building
# replaced the rocks with awesome realtime shit (images coming soon)
# installed cryEngine tools (yes its worth a note -.-)
# exported some stuff into cryEngine for testing
Our focus object will be the tower (post #4). The boardwalk we worked on so far will lead to the tower. We intend to get some sort of a playable map in the end.
Thanks for the info, I fixed the links so they should work now.
Here's a shot of our map layout. As already mentioned, the tower will be our central object.
@natetheartist: if you use 3dsMax, take a look at the panorama exporter (accessible through the utilities panel / rendering menu entry). From there on, you can render a spherical / cubemap and export it as quicktime VR. Though Quicktime VR's don't seem to work with a 64bit OS.
Here's an ingame shot of a material test we did yesterday, those will be basic textures for the map.
We tried to achieve a realistic look of the materials.
We fixed some existing smoothing group errors and threw an auto unwrap on the whole stuff.
Additional to that we created a multisub mat with our own materials within the cryengine.
All shots dx9.
Thanks alot Catachirsm. Yea we haven't used the cryEngine2 before, seeing all the fancy effects in realtime at a solid framerate is fuck'n great.
The water shader tesselates the water, thus adds quite some polygons to the overall tri count. However it was our intention to create a playable map rather than a single shot environment and cropping the water down to the visible areas kinda blows. But it is how it is...so
Replies
Concept:
In order to get a better feeling for the destruction going on, we intent to create a good contrast between a peaceful, utopian environment in the foreground and devastation in the background.
We created our map layout and started to work on the buildings, quite a lot of work to do however. The tower in the background will be our center object. Destruction and evilness is still to be added.
Here's a Quicktime VR with seams. (Quicktime VR is bitchy on 64bit systems)
For the 64bit users...without the seams however.
# added starting position building
# replaced the rocks with awesome realtime shit (images coming soon)
# installed cryEngine tools (yes its worth a note -.-)
# exported some stuff into cryEngine for testing
Have you selected your final render angles?
Though I cannot view any of the recent images - they seem broken.
Thanks for the info, I fixed the links so they should work now.
@natetheartist: if you use 3dsMax, take a look at the panorama exporter (accessible through the utilities panel / rendering menu entry). From there on, you can render a spherical / cubemap and export it as quicktime VR. Though Quicktime VR's don't seem to work with a 64bit OS.
Here's an ingame shot of a material test we did yesterday, those will be basic textures for the map.
We tried to achieve a realistic look of the materials.
Updated:
# refined all rounded shapes
# added the geometry for the port
# added train station
# reworked / finalized the tower exterior
Kidding :poly121: Looking totally sweet, though.
Here we have some moar updates.
We fixed some existing smoothing group errors and threw an auto unwrap on the whole stuff.
Additional to that we created a multisub mat with our own materials within the cryengine.
All shots dx9.
....oh and we shot some grunts ^^
Well darn. The hell those DirectX 9 engines then! :shifty:
Seriously though, shot N 2 makes many software renders look like watercolor.. :poly124: This is some serious stuff here.
What's that about crysis water?
The water shader tesselates the water, thus adds quite some polygons to the overall tri count. However it was our intention to create a playable map rather than a single shot environment and cropping the water down to the visible areas kinda blows. But it is how it is...so