textures are made from typical tile textures (you can find them on specialized texture sites (www.cgtextures.com, www.textureking.com or simple google image search).
Then they combine in photoshop with masks. After that we do handpainting based on texture pupose - if this texture is a wall texture of specific building, what exaclty we can paint on to make it as much realistic as possible (moisture, dirt, dust, cracks in specific places).
for typical tile texture i use 2 or 3 basic textures, add some detail with custom photoshop brushes and do some color corrections when i applied it to model in cryengine.
for normals i used crazybump (now - nDo is forever! ) and also handpainting.
for specmaps - i use photoshop and diffuse map to mark out spec zones based on material type.
if i would be nitpicky i would say you could use a bit more highpoly to lowpoly workflow here and there but i understand there are big time constraints and the overall picture is very nice and thats what matters the most.
hey man... awesome stuff hope you dont mind me asking these 2 questions..
How many are you in your team?
have you guys studied for this stuff? inspirational work man keep it up
A post-apocalyptic game without muties? I feel like I'm in heaven
Those gameplay videos look bloody FANTASTIC! The only crit I got is that you got near-attenuation DoF so the parts of the weapons closest to the camera get slightly blurred (or so it seems at least)
I haven't read through the whole thread so pardon me if this has been answered before but will you make the game linear or a sandbox type of game?
hey there! it's been a long time. There's a lot of work you know.. right know we continue to build up design documentation & concept art for the project. here's a sample pictures of some new props, another TOD experiments and new weapon. soon it'll be the new video and shot of new city location.
Wow this is truly impressive, how did I miss this? I have a couple questions though. Is this a mod for Crysis, or an actual build of CryEngine 2? If it's an actual build, where did you manage to obtain it? I doubt it's the $500,000.00 license.
I just saw this thread and wondered what happened to it? It looks so promising, though the last post was about moving from CE2 to CE3 and then nothing for 7 months
Are you going to lengthen the time it takes to get a grenade out? The way he does it now it looks like he always has one in his hand ready to throw. I'm a little surprised because you took the time to do realistic length and actions for the reloads.
Also, will there be an option to drop magazines instead of putting them back on your gear, say if you're in a fight and you need to shoot NOW and maybe losing a single magazine is not so important, or you can go back and find it later. Love everything else, good luck.
According to info from vk.com C.W. is a prequel game for R.2028.
Also there is some interesting concept arts for Russia 2028 on VK. Hope trainfender won`t mind if I drop a couple here.
Replies
textures are made from typical tile textures (you can find them on specialized texture sites (www.cgtextures.com, www.textureking.com or simple google image search).
Then they combine in photoshop with masks. After that we do handpainting based on texture pupose - if this texture is a wall texture of specific building, what exaclty we can paint on to make it as much realistic as possible (moisture, dirt, dust, cracks in specific places).
for typical tile texture i use 2 or 3 basic textures, add some detail with custom photoshop brushes and do some color corrections when i applied it to model in cryengine.
for normals i used crazybump (now - nDo is forever! ) and also handpainting.
for specmaps - i use photoshop and diffuse map to mark out spec zones based on material type.
if i would be nitpicky i would say you could use a bit more highpoly to lowpoly workflow here and there but i understand there are big time constraints and the overall picture is very nice and thats what matters the most.
How many are you in your team?
have you guys studied for this stuff?
inspirational work man keep it up
Those gameplay videos look bloody FANTASTIC! The only crit I got is that you got near-attenuation DoF so the parts of the weapons closest to the camera get slightly blurred (or so it seems at least)
I haven't read through the whole thread so pardon me if this has been answered before but will you make the game linear or a sandbox type of game?
also, I'm not a robot...
EDIT: oh shit i didnt notice this had like 12 pages now, feelin silly. Still true though
BTW are there any new shots of the progress?
Im curios man, cuurios!
Yes, CryEngine 3. Not 2. I'm awaiting that release as well.
Also, did he just say city location?
keep up the amazing work and this is truly an inspiration
we are gathering new stuff and preparing for CE3 migration. stay tuned
What a relief.Made my day
Your project is seriously the best stalker scenario related mod.
Cant judge it from now but I think even a lil bit more beautiful then cryzone sector 23.
:thumbup:
Also, will there be an option to drop magazines instead of putting them back on your gear, say if you're in a fight and you need to shoot NOW and maybe losing a single magazine is not so important, or you can go back and find it later. Love everything else, good luck.
Pre alpha trailer on CE2, if somebody not see (like me).
And some CE3 like picture in Facebook page:
Facebook page
http://www.kuriositas.com/2012/07/biaowieza-forest-remarkable-remnant-of.html#
1. is this based off contract wars or was contract wars based off this
2. tell me that smg/assault rifle your using in that forest pic
anyone heard from trainfender is this project still alive?
You can actually play it on facebook. It's based on unity. F2P stuff
Also there is some interesting concept arts for Russia 2028 on VK. Hope trainfender won`t mind if I drop a couple here.