I have started working on another building for
the Crysis map I've been working on this fall. I still don't consider my previous building
(The Zone guard outpost) to be 100% completed yet, but I wanted to apply what I learned from that building to a fresh concept before I go back to finish it.
As always, suggestions and critiques are greatly appreciated, especially seeing as this is only my 4th or 5th FPS game asset, and I'm trying to get a good technique down for creating buildings using high-res tiling textures and decals. You guys threw out some terrific advise for my last building, I'm learning a ton!
Reference that this is loosely based off of:
http://i209.photobucket.com/albums/bb134/EvilViking13/CryEngine/Lab%20X16/garageref.jpg
This is still at an early stage - I haven't really started doing the damage detailing and decals yet, but I wanted to get some opinions before I get too much further.
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Finally, I brought the model into the editor again and added props and decals (mostly Crytek's). I'm wondering if it's worth taking the extra time to make custom normal maps for the large green garage doors?
Viewport captures from 3ds Max:
Ingame renders taken in the CryEngine 2 Sandbox editor. Note that dark spots may be render artifacts.
I went back and fixed a few small issues and did some heavy tweaking on the Time of Day settings. More contrast, more color, less fog, and a little more light. I also added a negative light to the interior to help darken the shadows (CryEngine sucks for interiors ). The render of the inside keeps ending up with black artifacts all over it, so I just screen-captured the editor.
Its looking pretty rad though. good work so far
This may be a little much for a multiplayer map, but I may do an uber-version for my portfolio/singleplayer use, and then trim it down for multiplayer later.
Also just for fun, here's an excerpt from the Roadside Picnic novel that takes place in the garage (which inspired GSC Gameworld to make their garage model I do believe):
Night shot just for fun: