thanks for the flats, will you be releasing this so we can play it?
I'll think about it, but first I need to to check one of the most stupid thing : how to launch the map without the launcher asking you to log in (if that's even possible).
And then it would be more "navigate in it" than "play it", as there isnt any gameplay set or so
haha of course i'd imagine it more to be in the style of snefer's UDK map, just be cool to check out and learn from especially with how much effort you've put in.
hopefully someone can help you out in that area cause i'd love to explore it!
long time without update, so here it goes. I'm getting all the navigable area done before getting into dressing/decal/small detail pass, so all the map get progressively updated.
Hey awesome improvements! I really like this scene!
The only thing bothering me right now is the road. The texture looks too flat... it's like rough paper. Also the yellow line has some strange hard twists in the turn. Overall, you could add some dirt later on but it is not really necessary! It could add more life to the scene, but just make sure you don't loose it's spirit.
So keep going, this is going great!! Cheers!
I've added some overall details/dirt, started to optimized a bit and do the physics proxy (that you won't see ). I still have some text/ads to do and think about the background.
I'm in love with how clean this is. Very refreshing. If a playable a demo is out of the question, a simple walkthrough video would be a boon. Keep up the great work.
The tracks and grease/oil/gas on the road seems to be scattered in an odd way. I would try to spread out the grime there a bit, right now it looks like you just have a few square shaped decals tossed on the road and it is off putting.
Very nice shapes, loving this scene!
Can you tell we more about your workflow? Did you make a blockout in the sandbox ( or Max ? ) before starting modelling?
does it have a swimming pool? This reminds me of a Cruise Ship. Great looking scene. How modular is it? I see you reused the textures (thanks for posting those btw) but how are your modular is your geometry?
@quack : some tracks are just randomly set for now, I need to do a polish pass on it. Thanks for the input.
@Helba : the building is mostly a tiling texture mixed with some trim texture to avoid the "hard edge" cut look. I'll try to post some more explicit images when i'll get the time
@Miodnre : I did a lot of blockout test in maya with a bunch of paintover before doing the final version. I'll try to gather some of the screen of the test or paintover when I'll be back home.
@coots7 : It doen't have a swimming pool ~ I though about it, but as the map has to be somehow "gameplay ready" and that pool are just a pain in any fps map, i just throwed the idea. (let's say that the pool is on the other side of the building).
As for the modularity, as I said before, it's not really modular in a editor way. I had some wall pieces in maya that i reused a lot then applied some deformer on them, to finally merge them. I went for this option because as I'm alone on this project, there isn't people waiting after me to get some modular asset in order to build the world, and I wanted a more unique shape.
Wow thanks guys, I didn't expect that at all. I feel ashamed about the fact that I kinda slack off on the update of the thread with the finals.
I'll try do do this as soon as possible and will release the map as well.
Unfortunatly due to the freeSDK login restriction, people will only be able to play in in the launcher and not play around in the editor .
Sorry for the delay, here are some of the final pictures :
You can find more here : Link (So it avoid heavy loading time on this page)
As for the map itself : Link
(Just extract that in the Game folder of the FreeSDK 3.4.0)
As I said in my previous post unfortunately you'll only be able to play it through the launcher because of the Crytek project profile management stuff on the FreeSDK =/
@polyly : Isn't the F3 key working to switch to the free cam mode?
@danpaz3d : took me roughly 4 months on my free time (evening and week-end) to get it done.
And actually I think you are the 4th person to ask me why it's only 4 stars, I never though it would bother people so much. xD
Basically I avoid to put 5 stars in case people would complain that it isn't classy enought, otherwise, let say that the hotel rating became more exigent in the future .
As I said in my previous post unfortunately you'll only be able to play it through the launcher because of the Crytek project profile management stuff on the FreeSDK =/
To clarify, if you save your map as "Global Share" when prompted, then anyone can open the level
Really Great Work ! Like it a lot !
Would you mind Posting, a Flat+Wireframe+UV-Layout of some Smaller Prop like the Trash Can?
I still havent figured out how to use Smoothinggroups+UV Seams with Normal Maps properly (so many different opinions on that) , and you're props look really great so i'd really like to know how you handle this stuff.
Also i'd like to know how you go about texturing/uving the Architecture ?
I'm currently assisting a Project where i have to do scifi Stuff on UE3 Engine and i think i could probably answer some of my questions just by reverse enginnering what you did there.
Please pardon me if some of my questions have already been answered in this thread previously, i might have missed it.
I'd be glad if you could take the time to give me some answers
Thanks in Advance
Replies
I'll think about it, but first I need to to check one of the most stupid thing : how to launch the map without the launcher asking you to log in (if that's even possible).
And then it would be more "navigate in it" than "play it", as there isnt any gameplay set or so
hopefully someone can help you out in that area cause i'd love to explore it!
sci-fi trash bin !
And I did a pass on the lighting and the skybox :
everything is still WIP, crits welcome ~
The only thing bothering me right now is the road. The texture looks too flat... it's like rough paper. Also the yellow line has some strange hard twists in the turn. Overall, you could add some dirt later on but it is not really necessary! It could add more life to the scene, but just make sure you don't loose it's spirit.
So keep going, this is going great!! Cheers!
and now the weather report ~
The tracks and grease/oil/gas on the road seems to be scattered in an odd way. I would try to spread out the grime there a bit, right now it looks like you just have a few square shaped decals tossed on the road and it is off putting.
what method did you face in the texturing of the big white building blocks?
Can you tell we more about your workflow? Did you make a blockout in the sandbox ( or Max ? ) before starting modelling?
@quack : some tracks are just randomly set for now, I need to do a polish pass on it. Thanks for the input.
@Helba : the building is mostly a tiling texture mixed with some trim texture to avoid the "hard edge" cut look. I'll try to post some more explicit images when i'll get the time
@Miodnre : I did a lot of blockout test in maya with a bunch of paintover before doing the final version. I'll try to gather some of the screen of the test or paintover when I'll be back home.
@coots7 : It doen't have a swimming pool ~ I though about it, but as the map has to be somehow "gameplay ready" and that pool are just a pain in any fps map, i just throwed the idea. (let's say that the pool is on the other side of the building).
As for the modularity, as I said before, it's not really modular in a editor way. I had some wall pieces in maya that i reused a lot then applied some deformer on them, to finally merge them. I went for this option because as I'm alone on this project, there isn't people waiting after me to get some modular asset in order to build the world, and I wanted a more unique shape.
I'll try do do this as soon as possible and will release the map as well.
Unfortunatly due to the freeSDK login restriction, people will only be able to play in in the launcher and not play around in the editor .
I wonder if you want to share the water shader perchance or speak about how you made it look so awesome?
You can find more here : Link (So it avoid heavy loading time on this page)
As for the map itself : Link
(Just extract that in the Game folder of the FreeSDK 3.4.0)
As I said in my previous post unfortunately you'll only be able to play it through the launcher because of the Crytek project profile management stuff on the FreeSDK =/
But... I want to go to higher place...
Is there a plan to make elevator to roof of the building? XD
2 questions.
How long did it take from start to finish ?
How come it's only a four star resort ? lol I think it's at least a 5
@danpaz3d : took me roughly 4 months on my free time (evening and week-end) to get it done.
And actually I think you are the 4th person to ask me why it's only 4 stars, I never though it would bother people so much. xD
Basically I avoid to put 5 stars in case people would complain that it isn't classy enought, otherwise, let say that the hotel rating became more exigent in the future .
Awesome work either way!
Would you mind Posting, a Flat+Wireframe+UV-Layout of some Smaller Prop like the Trash Can?
I still havent figured out how to use Smoothinggroups+UV Seams with Normal Maps properly (so many different opinions on that) , and you're props look really great so i'd really like to know how you handle this stuff.
Also i'd like to know how you go about texturing/uving the Architecture ?
I'm currently assisting a Project where i have to do scifi Stuff on UE3 Engine and i think i could probably answer some of my questions just by reverse enginnering what you did there.
Please pardon me if some of my questions have already been answered in this thread previously, i might have missed it.
I'd be glad if you could take the time to give me some answers
Thanks in Advance