Hi guys!
I'm making an environment piece for my portfolio.
This is a Crysis 2-inspired map made with UDK.
I took a street in the downtown of Montreal as reference (McGill).
Currently at the level design phase.
Any feedback is welcome!
Only thing to say right now would be to rotate and scale the tree's so they don't look like they are the exact same model. Otherwise its looking good scale wise.
A regular Ford Mustang is 140cm high. Depending on the height of the chassis and the wheels that may vary another 10cm. This means each of your characters is a midget.
Your curb looks like it's 30cm high and your tree's would catch every truck passing by. I wouldn't really make them bigger, but I would definately straighten them out. Also, the lights at the side of the street could be a little bigger at the top.
kinda agreeing with Phart,
in metal gear their is a scene where raiden grabs a cable flying at him, I wouldn't have paid attention to it but his hand doesn't close all the way when he pulls it.
really pay attention to the scale of the objects because their are a lot of people that look for small imperfection things like that.
I´d start putting it in the engine and do another pass on the scale of the scene. Some things still look off (character size in relation to the smaller props)
Very good start! Scale is a bit off here and there on a lot of things, ence why you should keep this as much as you can in-engine, jump in game, look around and have a feel for it.
@SimonT : Yep! Well, it's not Crysis, it's just something that will looks like. UDK is the only engine I know, but I'll definitely check out CryEngine 3.
@Minh: Very nice work man, well it looks just like McGill College.....ah the good old days of working at McGill. I will keep an eye on this project. By the way is that just a checkered texture imported into UDK?
Hello there!
I am from Montreal and I looked at your environment and noticed that your map is flat. I believe that this street is going more upwards, towards the mountain of Mont Royal.
If you do the same in your design, I think it will look more faithful to the real thing and also add a little more then just a regular flat street.
In the props, you can even add the little "bixi" bicycle thing and place it somewhere in the north towards McGill haha
Currently done with unwrapping my props. I've re-adjust the scaling of my buildings to fit it in CryEngine 3 SDK. I just have a problem with 1 of them.
This is my 3 Braseurs building.
I just want to know how I can make my windows modular without going too far with the triangle count. When I snap them into modular kit, my windows goes up to 10, 000 tris! Which is...a lot I guess? (only front part, didn't count the side yet!)
To reduce triangles on the facade, you need to focus on the level of detail from which the facade will be seen from the street. (Players perspective)
For example:
Lobby - Ground Floor - modelled out details to a 1st person perspective and target.(as the player can physically get right upto that area)
1st row of Floors - Simplify your modelling and judge whether a texture/normal map can fake the details.
Middle to Top Floors - (which you have show to be over 10,000 tris) You could remove the modelled windows and inset window frame. Just keeping the Window ledge to catch the lighting. Rely on your normal map/spec and diffuse to sell the illusion of windows.
Alternatively (or additionally) 10k isn't a big deal, be aware of how each of your modular sections are LODing and if need be adjust your LOD distances. Also a chunky building like this would work a treat with the CryEngine equivalent of a culling volume.
Are you kidding me? 10k tris is tiny! (I've seen scenes made of millions tris; 10k tris would be your typical character polycount) Don't worry about polycount as much as doing things right. If you can texture the whole building modularly using 1 512x512 map, your performance will be better than if you had 5k tris and several texture samples...
I've made a building with a cube, but just wonder how to texture it.
I've used 1 texture that tile 10-20 times in all surface, so no polygon is involved, but don't know how to assign a proper material to a specific area of the texture, like in the image I've showed.
I want to specify to CryEngine 3 that my red area is plastic, blue is glass and grey is concrete.
Thanks for your support!
Replies
Your curb looks like it's 30cm high and your tree's would catch every truck passing by. I wouldn't really make them bigger, but I would definately straighten them out. Also, the lights at the side of the street could be a little bigger at the top.
Apart from that, your well on your way.
in metal gear their is a scene where raiden grabs a cable flying at him, I wouldn't have paid attention to it but his hand doesn't close all the way when he pulls it.
really pay attention to the scale of the objects because their are a lot of people that look for small imperfection things like that.
Should submit this as a final for a cs source level haha
I´d start putting it in the engine and do another pass on the scale of the scene. Some things still look off (character size in relation to the smaller props)
Keep up.
Changement : I'm switching to the new CryEngine 3 SDK for my scene. It will looks more "Crysis" than "Unreal".
I am from Montreal and I looked at your environment and noticed that your map is flat. I believe that this street is going more upwards, towards the mountain of Mont Royal.
If you do the same in your design, I think it will look more faithful to the real thing and also add a little more then just a regular flat street.
In the props, you can even add the little "bixi" bicycle thing and place it somewhere in the north towards McGill haha
This is my 3 Braseurs building.
I just want to know how I can make my windows modular without going too far with the triangle count. When I snap them into modular kit, my windows goes up to 10, 000 tris! Which is...a lot I guess? (only front part, didn't count the side yet!)
Any idea how I can make them?
Thanks in advise!
To reduce triangles on the facade, you need to focus on the level of detail from which the facade will be seen from the street. (Players perspective)
For example:
Lobby - Ground Floor - modelled out details to a 1st person perspective and target.(as the player can physically get right upto that area)
1st row of Floors - Simplify your modelling and judge whether a texture/normal map can fake the details.
Middle to Top Floors - (which you have show to be over 10,000 tris) You could remove the modelled windows and inset window frame. Just keeping the Window ledge to catch the lighting. Rely on your normal map/spec and diffuse to sell the illusion of windows.
Alternatively (or additionally) 10k isn't a big deal, be aware of how each of your modular sections are LODing and if need be adjust your LOD distances. Also a chunky building like this would work a treat with the CryEngine equivalent of a culling volume.
I've used 1 texture that tile 10-20 times in all surface, so no polygon is involved, but don't know how to assign a proper material to a specific area of the texture, like in the image I've showed.
I want to specify to CryEngine 3 that my red area is plastic, blue is glass and grey is concrete.
Thanks for your support!