Hey there Polycounters!
So it's probably been about 2 years or so now since I've done or at least posted any personal work lol I've been interested in trying out some new engines, just to get my hands on some of the other industry tools out there. So the first one I wanted to mess around with is the CryEngine and I figured, what better than to make a Crytek concept in it haha? This is the first time messing around with the CryEngine at all and getting some of the shaders/lighting to work has been interesting. So I was hoping you guys wouldn't mind giving me some feedback on what I have done so far and where you think it can go. I'll stop talking now and just let the pics flow.
PS: I still have no idea how to take pics without that FPS count up in the corner there capture_frames=1 still just captures what i see. Ideas?
PICS!!!!
CONCEPT PICTURE!!
So here's the concept, I'm not trying to directly match it, but interpret what I like about it and add to it with what I wanted to create
Concept art by (Viktor Jonsson)
PROGRESS PICS!!!
So that's kind of what I have so far. I'd say the scene is maybe 50-60% done? I'm still tweaking shaders as I go and working on reflections to make those look right. I finally came up with a story that I like too and made a little paint over for it. I was thinking of going this direction with it, because the clean/mixed with the dirty I think would be a nice contrast and a nice mix. Plus I just like story and destruction
Check it outttzzz!
So any feedback you guys have so far or ideas for it moving forward, let me know. Thanks!
You guys are my BAST FRRIEENNDSS!
Replies
Get some water volumes up in there and put it under water.
Love the idea of dirtying it up a little.
I agree with computron about the water to
@Darkleopard Thank you sir, I agree with the carpet, I gotta tone that sucker down.
(Early shot)
I really like it! I want moar! Gonna be epic with some destruction!
Don't you have Crysis 2? (GO BUY IT NOAW) Just look how they did it. I assume the align the boundaries of the water volume with the windows, not actually engulfed the building, just surrounded it.
@sltrOlsson - I think I will try to make it water eventually, I just want to make sure it looks like it makes sense. Like why is this structure under water? How does it support itself underwater, oxygen supply, glass thickness, how do you enter and exit without water rushing in? So still need to work out some kinks
@Computron - Lol I am playing actually, im just not to this point yet. I created a shader to replace the glass with that gave the exterior a wavy "watery" look, but I want that water ceiling and the caustics. So without being INSIDE of a water volume caustics and the water ceiling dont show up, but INSIDE the volume you also get the bendy waviness, so im posting a bit in the crydev forums to see if anyone knows how to turn off the distortion
Yeah, I've already got the glass "water shader" working, but it doesn't feel complete without the caustics and the water surface at the top. I actually took one screenshot where I flipped my whole scene upside down above the ocean, then flipped it back in photoshop to give it the "appearance" of the water surface under water lol It was pretty ridiculous, but kind of worked?
@James1314
No, thank you sir
Hmm unfortunately as ambershee and I were saying, nothing can show up at all from the water volume unless you're actually in it. So if I created a subtraction volume under the ocean, the water ceiling, ocean fog, and everything that makes it underwater would be gone. I basically need to find where the post process stats are being created for the water volume, whether it's a shader, or in the coding, and then disable the distortion settings. That way I can keep the caustics, water ceiling, ocean fog and light rays, all the good stuff. Then I can apply the liquid shader to the window so that things beyond the window and "underneath the ocean" still have the distortion effect and will appear correct. The problem is still just finding where on earth all of that information for the ocean volume is being pulled haha
As for the caustics emitting from a light projection, I had tried that at one point, but it made the scene look very flat. The caustics were either very bright or very dark and was a solid spread of light. The caustics that the water volume creates gave me a much more patchy, spread out variation of light distribution that looked more natural depending on how much light would shine on a given area.
I guess for now it's no rush as I'll be taking a little break on the scene for now to finish up a deadline at work. But soon, hopefully soon i will be able to get back to this. Thanks again for all the suggestions and feedback everyone