Very impressive work indeed, definitely some of the most impressive I've ever seen on CE2 Good job guys, fantastic atmosphere you've created. Looking forward to seeing the animations for that weapon.
i dont get it tho. is this a mod? or just an environment? Whats the goal of this project. I looked on moddb and there was nothing. At the beginning of this thread, there were no details.
Man, your work looks great and everyone knows that you know what you are doing. But post some flats, wires, workflow tips, technical details, whatever... this forum is for work pimping, I know, but I hate it when i browse a thread and don't learn anything new. I want to see individual shots of those buildings and not just beauty shots of the full environment inside the engine.
That is why I browse polycount and not that huge CG art community.
i use 3ds max-zbrush-photoshop pipeline. I do initial lowpoly in max , then bring it to z-brush and detail it up, then do retopology in z-brush, this new low-poly goes to unfold3d where i unwrap it and then i bring hipoly and this lowpoly to x-normal, where i compute normal map.
after that i texture diffuse&spec and so on in photoshop. i usually paint directly on texture not using any specific programs (such as bodypaint 3d)
before the start we have briefing - there we talk about tris and texture budget. we discuss realistic aspects of model (bumps, cracks etc - based on model nature - old prop, used weapon, very old abandoned truck and so on) and decide how exactly we deliver such detail in the most realistic way possible with a help of photoreferences. After modelling/normal baking part we texture a model.
Every part of work is visually controlled in 3dsmax (directx shader) and in cryengine.
Man, your work looks great and everyone knows that you know what you are doing. But post some flats, wires, workflow tips, technical details, whatever... this forum is for work pimping, I know, but I hate it when i browse a thread and don't learn anything new. I want to see individual shots of those buildings and not just beauty shots of the full environment inside the engine.
That is why I browse polycount and not that huge CG art community.
thanks again for the replies!
I'd like to tell you more about the project and team.
The works were started about 5 months ago and initially we planned to make some peace of next gen
so we made a tons of technical and concept art (i'll show you some later). Every prop (from cup to administration building) we tried to make as much realistic as possible. For example we actually design a whole building from scratch, with every window, pipe and ventilation systems with a help of our artist (btw his occupation must be an architect but he works as concept artist References for props, atmosphere, textures we are also shot on cameras. Animations and references for weapons we shot at the military fire range - in our team we have a hardcore ex-military, he is the 'second in command' - ballistics, AI and other military issues are on very high level of realization. Also we have a modeller and animator. And me of course doing lots of stuff all together
we made a lot of tests and modifications in the cryengine2 environment. And we figured out - that's the best engine for our project. Our location runs in 28-35 fps on 1920x1200 in most detailed areas (geforce 460, 2Gb of RAM) and of course - we'll optimize the performance more
We want to go further than a demo location. So, many aspects of a project is classified (sorry..) but i shall post more and more info, images and stuff when i'll able to.
Once again great job and good luck with your project guys.
On the fence asset I think you're wasting a lot of texture space, cause both your variations are almost completely identical. So I suggest you rather differentiate them or cut the texture in half and use only 1 side.
if you'd want to create some variety with such highly repeated asset I think you'd still have to rely more on decals, then unique texturing.
Once again great job and good luck with your project guys.
On the fence asset I think you're wasting a lot of texture space, cause both your variations are almost completely identical. So I suggest you rather differentiate them or cut the texture in half and use only 1 side.
if you'd want to create some variety with such highly repeated asset I think you'd still have to rely more on decals, then unique texturing.
I took a closer look at your Ural truck textures and here's something I have to say:
I think that the normal maps almost completely lack any kind of volume definition. I mean, all I see when I look there is just noise. You see how your tent and wheels stand out? That's because they were probably baked. Everything else was just put through Nvidia normal map filter with little intensity not to make dirt and grime pop out too much.
I mean, for a roadside prop it still looks good, but you could squeeze a lot more out of this maps just by painting crevices and stuff on separate layers and then processing them through normal map filter with higher intensity. And if you do just want generic noise you could use a small tileable detail normal map and save yourself a lot of memory.
The other thing is that on your left texture, it seems that you've ran it through the normal map filter without merging it with the background and all your UV islands now stand out. That might not be the best idea, 'cause during resizing or mipmapping those edges might bleed inside the UV space and leave you with seams all around your model. Although they might not.
I hope this was helpful. The best of luck to you guys and keep on rocking)
I took a closer look at your Ural truck textures and here's something I have to say:
I think that the normal maps almost completely lack any kind of volume definition. I mean, all I see when I look there is just noise. You see how your tent and wheels stand out? That's because they were probably baked. Everything else was just put through Nvidia normal map filter with little intensity not to make dirt and grime pop out too much.
I mean, for a roadside prop it still looks good, but you could squeeze a lot more out of this maps just by painting crevices and stuff on separate layers and then processing them through normal map filter with higher intensity. And if you do just want generic noise you could use a small tileable detail normal map and save yourself a lot of memory.
The other thing is that on your left texture, it seems that you've ran it through the normal map filter without merging it with the background and all your UV islands now stand out. That might not be the best idea, 'cause during resizing or mipmapping those edges might bleed inside the UV space and leave you with seams all around your model. Although they might not.
I hope this was helpful. The best of luck to you guys and keep on rocking)
you're totally right. normals of this model is not too good. it's because we didn't have much time to make this model right with true normals and stuff.
thanks for bleeding-normals-while-mipmap tip. this is a useful stuff i didn't realize it earlier
Work like this is really inspiring. I'll be damn proud of myself when I'm half as good as you, trainfender. I can almost feel those gritty floors beneath my feet. As an environment artist, I don't really know how you could have done this any better. Stellar work.
Cool stuff! Agree with the normalmap-crits. Your far-away cliffs also look like they need some proper sculpt-and-bake loving in places, and there's that cloned pinetree You might want to look at the mipmap settings for the gun textures btw, looks like they blur pretty heavily along the side. All nitpicks though, the atmosphere and detail is all there. Keep up the good work!
Cool stuff! Agree with the normalmap-crits. Your far-away cliffs also look like they need some proper sculpt-and-bake loving in places, and there's that cloned pinetree You might want to look at the mipmap settings for the gun textures btw, looks like they blur pretty heavily along the side. All nitpicks though, the atmosphere and detail is all there. Keep up the good work!
about blur along the side of a gun - it needs anisotropy switched on i think
Replies
no, we didn't use any keying techniques - just simple photos and extraction "by hand"
I take it your engine modifications are mainly in the shaders?
You should post it on Crymod ( http://crymod.com/forums.php , you know, being the official Crytek modding forums and all :P)
Showed it to the guys on the Crymod irc channel and they were rather impressed
Cheers,
Hobo
about forums at crymod.com - that's a good idea. i'll post a thread asap
That is why I browse polycount and not that huge CG art community.
for now - i can post a modelling pipeline we use in our team
after that i texture diffuse&spec and so on in photoshop. i usually paint directly on texture not using any specific programs (such as bodypaint 3d)
before the start we have briefing - there we talk about tris and texture budget. we discuss realistic aspects of model (bumps, cracks etc - based on model nature - old prop, used weapon, very old abandoned truck and so on) and decide how exactly we deliver such detail in the most realistic way possible with a help of photoreferences. After modelling/normal baking part we texture a model.
Every part of work is visually controlled in 3dsmax (directx shader) and in cryengine.
QFT
I'd like to tell you more about the project and team.
The works were started about 5 months ago and initially we planned to make some peace of next gen
so we made a tons of technical and concept art (i'll show you some later). Every prop (from cup to administration building) we tried to make as much realistic as possible. For example we actually design a whole building from scratch, with every window, pipe and ventilation systems with a help of our artist (btw his occupation must be an architect but he works as concept artist References for props, atmosphere, textures we are also shot on cameras. Animations and references for weapons we shot at the military fire range - in our team we have a hardcore ex-military, he is the 'second in command' - ballistics, AI and other military issues are on very high level of realization. Also we have a modeller and animator. And me of course doing lots of stuff all together
we made a lot of tests and modifications in the cryengine2 environment. And we figured out - that's the best engine for our project. Our location runs in 28-35 fps on 1920x1200 in most detailed areas (geforce 460, 2Gb of RAM) and of course - we'll optimize the performance more
We want to go further than a demo location. So, many aspects of a project is classified (sorry..) but i shall post more and more info, images and stuff when i'll able to.
Would be cool to see this moving! Maybe a little movie for us? :poly124:
On the fence asset I think you're wasting a lot of texture space, cause both your variations are almost completely identical. So I suggest you rather differentiate them or cut the texture in half and use only 1 side.
if you'd want to create some variety with such highly repeated asset I think you'd still have to rely more on decals, then unique texturing.
Great work so far, it's really inspiring.
Amazing!
The mod is very inspiring and its setting a quality bar for other teams. Keep up the great work.
for trees - from 600 to 2500 tris
I took a closer look at your Ural truck textures and here's something I have to say:
I think that the normal maps almost completely lack any kind of volume definition. I mean, all I see when I look there is just noise. You see how your tent and wheels stand out? That's because they were probably baked. Everything else was just put through Nvidia normal map filter with little intensity not to make dirt and grime pop out too much.
I mean, for a roadside prop it still looks good, but you could squeeze a lot more out of this maps just by painting crevices and stuff on separate layers and then processing them through normal map filter with higher intensity. And if you do just want generic noise you could use a small tileable detail normal map and save yourself a lot of memory.
The other thing is that on your left texture, it seems that you've ran it through the normal map filter without merging it with the background and all your UV islands now stand out. That might not be the best idea, 'cause during resizing or mipmapping those edges might bleed inside the UV space and leave you with seams all around your model. Although they might not.
I hope this was helpful. The best of luck to you guys and keep on rocking)
you're totally right. normals of this model is not too good. it's because we didn't have much time to make this model right with true normals and stuff.
thanks for bleeding-normals-while-mipmap tip. this is a useful stuff i didn't realize it earlier
crazybump is forever
i use photoshop also to correct & optimize normals
http://www.philipk.net/tutorials/ndo/ndo.html
---
Anyway, awesome work ! ,)
wow! fantastic tool! thanks a lot
this is karaulka - small building for guards
through a window you can see an environment i shot above:
and hires shot of this nice karaulka
[ame="http://www.youtube.com/watch?v=tq6kCKoo7-k"]http://www.youtube.com/watch?v=tq6kCKoo7-k[/ame]