Hey dude, nice to see you updated. Although it has to be said, your owl cat combo goes down in history. Its a fair few years old now but never gets old.
I never realised you made that rubble heap as well, it seemed to be the plague during Crysis 2, if an area looks bad... add more rubble! Hehehe.
Hey Gruesse aus Hamburg
anyway i would love to know some stuff on how you approached the roof construction. And about the front of the building. Is that modular? Especially the arc windows. The part that goes into the construction (so the negativ extruded part) and the frame to the arc (which looks very high detailed) how is it put together? is the arc a seperate piece that was justed place ontop of the wall Element? Thanks if you could explain it a bit.
Was playing through Crysis 2 in DX 11 just these days and man the architecture is just fantastic. I wish the new thief would use CE3...the ligning and shadows and stuff really suite architecture.
all of your work is amazing. I'm curious of one thing. You have such a character focused portfolio yet you're a Senior Environment Artist. I mean 3D is 3D it's just polygons, textures, and understanding how materials read. I'm just used to seeing people specialize in one area or another. I think it's awesome you can do characters and environments I guess i'm just wondering how you got involved with both. I love the Nuns N Guns game too, it's looking really good!
all of your work is amazing. I'm curious of one thing. You have such a character focused portfolio yet you're a Senior Environment Artist...
Thx, back in the days I was a leveldesigner on a HL Mod. Somehow a lot of guys left, so I had to learn texturing, env modeling, char modeling, everything
I love both! Actually I switched to Character Art at the end of Crysis 2. At the moment i'm Senior Character Artist at Crytek.
Hey Gruesse aus Hamburg
anyway i would love to know some stuff on how you approached the roof construction. And about the front of the building. Is that modular? Especially the arc windows.
whoa amazing work!
Do you mind sharing your work flow? how long did this project take?
I think I had 6 weeks for the whole library (exterior, interior, back exterior).
Therefore I reused many textures + modules from Grand Central Station.
Not to knock the textures, but it almost seems like a waste to have mostly gray scale images. It would seam you could get much of that color variation with a few gradient maps.
Not to knock the textures, but it almost seems like a waste to have mostly gray scale images. It would seam you could get much of that color variation with a few gradient maps.
I don't think cryengine 3 supports gradient maps, but you could use tinting, thats built in. I know it's not the same thing.
Either way, textures are looking amazing. I wish I could texture like that, but for whatever reason, it's harder to find good learning material for it than say, modeling for example.
Everything is an issue
Problem with gradient maps, every shader veriation is a new shader and we are fairly limited on shaders.
Example:
1 shader gradientmap with specular in alpha
1 shader gradientmap with specular in extra texture
1 shader gradientmap with specular and gloss in extra texture
1 shader gradientmap with blendshader and specular in alpha
so on..
Same for modeling,
in some cases it's better to use modules, soemtimes it's better to merge multiple objects to save drawcalls..
in other cases you run out of mesh memory and modules are the way to go..
Unfortunately there is never a perfect solution but that makes it fun to play around!
He is reusing a lot of textures, and there is streaming for the unique textures. Sometimes your time is more important than having everything super efficient.
Hey Manuel I got a question about the lightshafts in the hall scene. Is it a special particle effect, mesh with a material or some kind of fancy CE3 hidden option. I am currently using the free SDK and will need to create that kind of effect. Would apprecieate any info on that
is your rubble all one zbrush sculpt or do you have a tilable for the small pebbles and unique textures and meshes for the larger piece, then shoveling the larger pieces into the tilable?
Orgoth: Two tileable zbrush sculpts ( rocks sculpted in zbrush, placed in max)
One tileable lowpoly model for the big rocks and a blend shader fading in the samll rocks where I want them.
Alpha test border to hide the seams between debris and ground.
how did you go about placing the rocks in max and keep them tiling? Was each rock placed as an instance model? or did you move them as elements, which i'd think would kill your system. Or was there some 3rd thing, like a script to keep it easily tiled?
instance them in a 3x3 grid and place copies of them in element mode and watch the tiling propagate. or use zbrush 2.5d canvas stamping.
yeah i figured that would be the easiest way to make sure it works. But if that stuff is really highpoly, wont that just demolish your system? Even when instancing objects at that tricount my computer chugs and chugs.
Lovely crisp colour and normal map on the exterior building along with some great lighting really nice setting. Ashame there isnt any incidental markings to help break it up like graffiti, litter, leaves etc. I assume you can have decals in cryengine?
How does the alpha edging work with the rubble pile when your using a tileable texture? How do you get the tileable texture to blend with the alphad texture?
Replies
Already subscribed for news on FB Nuns'N'Guns. Waiting to see more awesome art
this is just AWESOME!
haahah just saw the nuns n guns! hilarious!
I never realised you made that rubble heap as well, it seemed to be the plague during Crysis 2, if an area looks bad... add more rubble! Hehehe.
anyway i would love to know some stuff on how you approached the roof construction. And about the front of the building. Is that modular? Especially the arc windows. The part that goes into the construction (so the negativ extruded part) and the frame to the arc (which looks very high detailed) how is it put together? is the arc a seperate piece that was justed place ontop of the wall Element? Thanks if you could explain it a bit.
Was playing through Crysis 2 in DX 11 just these days and man the architecture is just fantastic. I wish the new thief would use CE3...the ligning and shadows and stuff really suite architecture.
BTW: Airborn looks really cool
Always loved your style, those textures are jaw dropping good.
Do you mind sharing your work flow? how long did this project take?
IMAGE AT BOTTOM OF MESSAGE
@ Bart, Ged, Money, HP, theonebutcher, artquest, Joshflighter, Thegodzero, Bonebrew, OddEyes, scotthomer, P442, seth: thx!
I'll try. The visibility calculation of cryengine doesn't work correctly in wireframe mode and without it you will see a wireframe mess.
Thx, back in the days I was a leveldesigner on a HL Mod. Somehow a lot of guys left, so I had to learn texturing, env modeling, char modeling, everything
I love both! Actually I switched to Character Art at the end of Crysis 2. At the moment i'm Senior Character Artist at Crytek.
I know, I died multiple times trying to show it to some friends.
Thx, actually I didn't like the owl that much when I finished. Over time I somehow started to like it
Thx! You're right, this is eactly what happened. My rubble replaced a really bad looking version and after that the rubble density grew quite a bit
I'll try to visualize that somehow
I sculpted a few pieces and then placed them in max. Lowpoly is a tiling model.
I think I had 6 weeks for the whole library (exterior, interior, back exterior).
Therefore I reused many textures + modules from Grand Central Station.
Hard work! No actually I'm quite lazy
Danke!
But when it comes to xbox or ps3 development there are more important things like shader counts, texture lookups etc...
Also I like to have 100% control
I don't think cryengine 3 supports gradient maps, but you could use tinting, thats built in. I know it's not the same thing.
Either way, textures are looking amazing. I wish I could texture like that, but for whatever reason, it's harder to find good learning material for it than say, modeling for example.
I thought the vram use would be a bigger issue... because that is pretty restricted on consoles.
Problem with gradient maps, every shader veriation is a new shader and we are fairly limited on shaders.
Example:
1 shader gradientmap with specular in alpha
1 shader gradientmap with specular in extra texture
1 shader gradientmap with specular and gloss in extra texture
1 shader gradientmap with blendshader and specular in alpha
so on..
Same for modeling,
in some cases it's better to use modules, soemtimes it's better to merge multiple objects to save drawcalls..
in other cases you run out of mesh memory and modules are the way to go..
Unfortunately there is never a perfect solution but that makes it fun to play around!
@neox: that's how I roll
@Bart: modeled with special shader
@switz: thx
Orgoth: Two tileable zbrush sculpts ( rocks sculpted in zbrush, placed in max)
One tileable lowpoly model for the big rocks and a blend shader fading in the samll rocks where I want them.
Alpha test border to hide the seams between debris and ground.
yeah i figured that would be the easiest way to make sure it works. But if that stuff is really highpoly, wont that just demolish your system? Even when instancing objects at that tricount my computer chugs and chugs.