Hey guys, time to delve in Cryengine 3 even further. So im taking it outdoors!
Based on Egyptian/ slightly Mayan architecture. This is the Temple Entrance, with a puzzle mechanism to open up the main door. The Doorway leads through to a Booby Trapped/Puzzle walkway and then onto the Tomb! of course containing gooOOLD...
Heres my whitebox at the moment. With a sample test terrain paint.
Will be working on the Walkway/Tomb Whitebox for the next update.
Stay Tuned, and of course crtis/ideas/comments welcome!
Cheers, Bean.
Replies
You can think about adding some big cliff in which temple will dive, just like in Valley of The Kings in Egypt.
And me personal thoughts. You cloud make it less destroyed with sacrificial altar in middle, and lot's of fireplaces
I spent today sketching up ideas and working out a small gameplay event for the Inner Tomb - which the leads into the main Tomb Chamber containing the goooold.
Gameplay Event:
3 x Chainblocks hanging from the ceiling. High pressure water spouts either side - which will be triggered once the player stands on the leaping platform. Causing the Chainblocks to sway. Becoming a small platformer puzzle to reach the main Tomb Chamber.
Lighting Idea Concept - 3 Key Lightsources. (very basic atm)
Trying to think of the limited equipment at the disposal of a tomb raider.
2 x Red Flares.
1x Portable lighting prop/ with small battery. Something that could be carried off the shoulder or strapped to a backpack... while not affecting their adventuring :P
I will be adding some shallow water to the bottom also, which will reflect more light updwards - popping out alot more of the forms. Of course with a visible caustic effect.
Currently writing up a document for the gameplay event to explain it all alot better
Cheers guys, leave your ideas/comments !
Aright guys, been messing with VisArea/Portals in CE3 to get lighting and meshes flowing between Outdoors to Indoors. Tweaked the lighting to give the best example of what im aiming for.
Added the Tomb Chamber with Sarcophagus. *If the Sarcophagus is lifted from the pedestal, the ceiling will begin to drop and crush the unlucky raider* The Sarcophagus will also lower itself, so it doesnt get destroyed lol.
Im still tossing up the critique from 'iniside' regarding adding more moutainous elements surrounding the tomb entrance.
Heres a quick side shot of the Tomb Layout to give a better idea whats going on
Time to get started on my 1st Asset- Which will be the main Pillars!
http://images3.static-bluray.com/reviews/463_4_large.jpg
http://images.static-bluray.com/reviews/462_7_large.jpg
As i mentioned in my above posts the scene is lit from 2 red flares and a portable light stand. Maybe ill soften the falloff on the lights.
@myles: Yep i agree! i dont think i will go as far as building a small town/ruins, but definately foliage and rock formations for sure. Thanks for the ref images.
@Computron: All built in Max
Heres the highpoly of the main pillar - pretty much the MAX level of density i can push on my lil laptop.
So Photoshop will have to do the rest for me
I will be adding Hieroglyphs to the stone blocks and on the bottom of the pillar. Currently working on a photoshop normal map set. so i can just copy/paste and move around the designs on the fly. Instead of subdviding more in zbrush and making a million alpha brushes.
Will make the lowpoly/textures and post that update to get some crits on the style overal
Woaah, finally got this bad boy modelled, uv'd baked and textured! This really pushed my pc to the limits, so this is the max quality that will come out of me for the rest of this project...haha.
Currently sitting @ 1100tris - 2048 textures. Hi res since its 6meters tall!
Need to bake out the broken-in-half version, which will just be a normal map change and use a 2nd ID for the internal stone.
Crits please! Do you think the spec highlights on the edge of the stone is too much?
Created some basic stone blocks for the floor. Majority of my spare time spent playing with the sand blends in CE3. Trying to figure the best way to blend sand spots with the stone. Not as easy as with UDK materials.
Any Crytekers could shed some light on such a task?... thanks
My technique atm is: Simple Sand "Blob" meshes- with decal stamps to blend out the edges with a good noise alpha.
Quick paintover for the small desert rocks/foliage. Will be working on fleshing out this area to take a break from brickwork
@ Alberto: Thanks! yep i found some Hieroglyphs vector images and pulled a clean Photoshop normal map outta them!
Yours feels tiny in comparison. Great baking and texture-work though!
Im thinking i should introduce some human sized elements to break that scale barrier.
The fat pillars and big stone blocks are not reading well without something to bring out the grander scale.
I really love your work, you've been a big inspiration to me with "Corridor One"
scene.
As for this one due to the proportions of the pillars it all seems squashed down to me.
For blending the floor you can vertex paint the outer parts and use dirtmap with sand, or make some blocks into decals with normalmap and use alpha for blending.
Thus I aggree on scale. It's still way to small. The column proportions are totally off. You should make them taller, and add more variety. And to still have acceptable texel density, you probably will need to make them with tileable textures. When you enter here (Ctrl+G), you should feel overwhelmed by all structures. They should appeal very massive and big to your perspective.
That's how you feel when you stay near Egyptian ruins.
To not leave without anything useful, you should make columns at least 2x taller than they are now. Maybe even 3. and make entire columns, not just capitols ;p.