Hi, everyone! For the last 8 weeks I was working on my final project for my college. Now it's done I and want to share with what I managed to do for this 8 weeks. This was also my first time when I used CryENGINE 3, so it was a really interesting learning process. It added more challenge for this project and made it more interesting to work on it.
I modeled everything in 3ds max and I also baked normal maps there. I actually enjoyed baking normals in max. I also tried XNormal but I found out that 3ds max's projection modifier gives you more options for baking a high quality normal maps.
The room was based on a concept art form Star Wars: The Old Republic MMORPG and can be found HERE.
very nice. i had always liked that concept. well executed. i wonder would you be able to show us a breakdown of the modularity of the scene. the individual assets/textures un-arranged (is that a word?)
Ged, sorry I should've make it more clear. What I ment is that each asset is using 1024 or 1024x512 texture. As for post processing, yeah I probably went a little bit overboard with it
Oniram, yeah sure. Here's a breakdown of the assets and some texture sheets:
This is all the modules of the scene
The scene in 3ds max (I'm using instances a lot, so I can see the result for the whole scene when I'm working on one asset)
This is high poly models
ZBrush sculpt for the hologram. I used it for baking AO. You cant really see normal map on it because it's glowing, but you still can see some of the shadows
Here's some textured modules, ready to be exported into engine. I'm using XoliulShader 2
And finally, here's couple of texture sheets. Nothing to crazy, my texturing is still pretty weak. Have a lot to learn
Jenn0_Bing, Thanks. Yeah, I'm really happy with the lighting. On the concept art the room is more bright, but I decided that the lights has to be more dim and a dominant colour should be blue, because the main source of light should be the hologram. After some experimentations I came up with what I have
First let me say I like most of this a lot, very sharp.
But the chairs are really pointy...they look like you could injure yourself sitting on them due to their blockiness, they don't look like their made of fabric, it looks much more like molded plastic. The rest of this looks really solid but those chairs are really hurting the scene Imo.
To be hones I'm not happy with the chairs myself. It's the first thing on my fixing list. And yeah I wanted to have a table there but because of the time constarints I had to skip it. I'll definitely add it later.
Replies
Ged, sorry I should've make it more clear. What I ment is that each asset is using 1024 or 1024x512 texture. As for post processing, yeah I probably went a little bit overboard with it
Oniram, yeah sure. Here's a breakdown of the assets and some texture sheets:
This is all the modules of the scene
The scene in 3ds max (I'm using instances a lot, so I can see the result for the whole scene when I'm working on one asset)
This is high poly models
ZBrush sculpt for the hologram. I used it for baking AO. You cant really see normal map on it because it's glowing, but you still can see some of the shadows
Here's some textured modules, ready to be exported into engine. I'm using XoliulShader 2
And finally, here's couple of texture sheets. Nothing to crazy, my texturing is still pretty weak. Have a lot to learn
Hope this is usefull info
Ged, you are welcome. Glad it was useful
But the chairs are really pointy...they look like you could injure yourself sitting on them due to their blockiness, they don't look like their made of fabric, it looks much more like molded plastic. The rest of this looks really solid but those chairs are really hurting the scene Imo.