I want to learn cry engine 3. Is there any where I can find video tutorials on how to properly create levels import meshes create materials lights etc the whole shabang
In case you run into anything you can´t resolve yourself feel free to pm me, I´ll try to get back to you
@artquest:
That is a good suggestion. I will keep this in mind for the next project. I wanted to add some floor decals and a little bit more ground dirt but just didn´t have the time when I was working on the scene
@Shepeiro
Valid points and it´s correct that the lighting is built in a way that shows off the components of the model and not the entire scene. Initially I wanted to add some background elements and go for a more dramatic lighting. I´ll try to keep this in mind for future compositions. Thanks!
Great work! Really good to see some complete Sci-Fi environment work. The only thing that I wanted to mention was in the 4th image down, the floor/ground panels look quite bumpy/noisy and the specular/highlight makes it a little difficult to be sure what type of material it is.
thats crazy cool! barely any wasted UV space. are most of those flats actual size? id imagine that some of the bigger pieces may need to be scaled? regardless the layout is super efficient and its just so stunning how such low poly objects can look super high res in cryengine. once again, excellent job
I´m using detail bumpmaps on most surfaces aswell which helps giving the textures that highres look. Also, the screenshots are taken in a higher resolution and scaled down afterwards which helps and also gives some AA.
Those textures look epic! Do you manipulate the AO/normal a lot to create that detail bump, or is that all hand done, looks very time consuming (obviously worth it), care to share how you approach it?
A detail normal map is just a very small normal tilling map (typically 256*265) with just noise on it, if used well it can be used to give high frequency detail to a surface.
You can use it to give noise to metal surface, add small cracks to wood, noise to concrete, mimic leather surface, etc.
Tip: If you use a "woobly" detail normal on a glass surface, the reflections will look much better with movement as well.
In case you need to mask it because you do not want it applied to the entire material that uses the texture you can add a mask in the alpha of the diffuse.
Is most of your diffuse just information from the AO and normal? There's such nice subtle gradients and shadows, any tips on texturing?
I´m using the normal maps to extract masks for surfaces that point upwards and downwards. I then overlay a light blue color from the top and a light orange color from the bottom. This is where the gradients come from
I´ll try to do some tutorial writeup in the coming days when I find some time...
I´m using the normal maps to extract masks for surfaces that point upwards and downwards. I then overlay a light blue color from the top and a light orange color from the bottom. This is where the gradients come from
I´ll try to do some tutorial writeup in the coming days when I find some time...
Oh no way! that would be sweet to do a tutorial, because I struggle to see how that all really works (particularly what is going on with the normal masks) - although I'll give it a shot. Thank you so much!
Oh no way! that would be sweet to do a tutorial, because I struggle to see how that all really works (particularly what is going on with the normal masks) - although I'll give it a shot. Thank you so much!
In Photoshop in the channels tab you can see the RGB channels of your normal map. Select the green channel so that you only see the grey then make a selection with the marquee tool and copy it and paste that in a new layer. Do the same with the red channel.
Then select the new layer with the grey colors from the green channel. Go to Image>Adjustments>Hue/Saturation. Select the hook where it says "colorize" and choose a blueish tint. Then do the same with your red channel layer except you choose an orange tint. Then select the layer that is above the other one and choose "Multiply" or whatever works best for you.
It's actualy a really nice trick and i didn't knew about that before. So big thx to IxenonI!
Nicely done! Would love to see something a bit sexier on the screens you have. It seems like the design is a little too bold and should have detail rather than look like a dumbed-down version of an interface. I like the shapes and styling you have going on, but it would be better if it felt like it actually meant/did something.
Nicely done! Would love to see something a bit sexier on the screens you have. It seems like the design is a little too bold and should have detail rather than look like a dumbed-down version of an interface. I like the shapes and styling you have going on, but it would be better if it felt like it actually meant/did something.
Beautiful work!
Thanks man. The round thing in the middle is supposed to be a scale and the interface is supposed to display the weight of whatever is on it. Kept it fairly simple since it needs to be readable from a distance, but yeah when looking at it up close it could probably need some more love...
Started working on this. Would you be more interested in video tutorials or in plain textform? What are the areas you guys are most interested in?
I think the knowledge that people appear to be lacking, is a proper workflow for modularity.
Each texture map you used is modular or tillable in some way, same for your UVW's and your geometry, and I don't believe there is enough info out there regarding this topic.
I'm pretty familiar with your work on Crysis2 and I'm was always stoked how smart your workflow regarding this topics is.
I think this is way more important than reading tuts that tackle "here's how I modeled this" or "heres how I painted that".
Just a quick update on this: I´ve written two tutorials that both contain a bit of content from this scene.
The first one is about exporting your first object into CE3 and you can find it here. It contains the seperator object including textures from this scene.
The second one is about using parallax occlusion mapping in CE3 and contains the highpoly file and the texture for the upper tiling plate. Check it out as a video or in textform.
Replies
Your best start would be the official documentation that can be found here:
http://freesdk.crydev.net/display/SDKDOC3/Getting+Started
You could ask questions in the forum aswell, there is some good information there:
http://www.crydev.net/forum.php
In case you run into anything you can´t resolve yourself feel free to pm me, I´ll try to get back to you
@artquest:
That is a good suggestion. I will keep this in mind for the next project. I wanted to add some floor decals and a little bit more ground dirt but just didn´t have the time when I was working on the scene
@Shepeiro
Valid points and it´s correct that the lighting is built in a way that shows off the components of the model and not the entire scene. Initially I wanted to add some background elements and go for a more dramatic lighting. I´ll try to keep this in mind for future compositions. Thanks!
More flats on the website....
edit: just saw that original res is 512. neat.
Thanks!
You can use it to give noise to metal surface, add small cracks to wood, noise to concrete, mimic leather surface, etc.
Tip: If you use a "woobly" detail normal on a glass surface, the reflections will look much better with movement as well.
In case you need to mask it because you do not want it applied to the entire material that uses the texture you can add a mask in the alpha of the diffuse.
I´m using the normal maps to extract masks for surfaces that point upwards and downwards. I then overlay a light blue color from the top and a light orange color from the bottom. This is where the gradients come from
I´ll try to do some tutorial writeup in the coming days when I find some time...
Looking really nice! Very inspirational!
Oh no way! that would be sweet to do a tutorial, because I struggle to see how that all really works (particularly what is going on with the normal masks) - although I'll give it a shot. Thank you so much!
In Photoshop in the channels tab you can see the RGB channels of your normal map. Select the green channel so that you only see the grey then make a selection with the marquee tool and copy it and paste that in a new layer. Do the same with the red channel.
Then select the new layer with the grey colors from the green channel. Go to Image>Adjustments>Hue/Saturation. Select the hook where it says "colorize" and choose a blueish tint. Then do the same with your red channel layer except you choose an orange tint. Then select the layer that is above the other one and choose "Multiply" or whatever works best for you.
It's actualy a really nice trick and i didn't knew about that before. So big thx to IxenonI!
It´s baked in xnormal
I'm such a sucker for super futuristic tech stuff like this and glowy things.
Beautiful work!
Thanks man. The round thing in the middle is supposed to be a scale and the interface is supposed to display the weight of whatever is on it. Kept it fairly simple since it needs to be readable from a distance, but yeah when looking at it up close it could probably need some more love...
Started working on this. Would you be more interested in video tutorials or in plain textform? What are the areas you guys are most interested in?
Definitely text with images for me! Realise it's potentially a bit more difficult/time-consuming but for me I like to digest tutorials at my own pace.
Someone please do something similar to Orbital from the Mythic Map Pack.
I think the knowledge that people appear to be lacking, is a proper workflow for modularity.
Each texture map you used is modular or tillable in some way, same for your UVW's and your geometry, and I don't believe there is enough info out there regarding this topic.
I'm pretty familiar with your work on Crysis2 and I'm was always stoked how smart your workflow regarding this topics is.
I think this is way more important than reading tuts that tackle "here's how I modeled this" or "heres how I painted that".
LOL we have a choice>?! i've been reading the online tuts.:)
The first one is about exporting your first object into CE3 and you can find it here. It contains the seperator object including textures from this scene.
The second one is about using parallax occlusion mapping in CE3 and contains the highpoly file and the texture for the upper tiling plate. Check it out as a video or in textform.
I´m working on more stuff as well...
When my CryEngine3 SDK will reworked i will try the POM!
It contains the windows that I´ve used in this scene. Enjoy!
Video
Text
Please let me know if anything is unclear or if you guys run into any problems.
Cheers,
Simon
Does the engine use lightmaps?
same question here... gotta start learning it
Engine is fully dynamic, no light maps.