Thanks Luke, so I posted some of the behind the scenes stuff here: http://vladimirsomov.blogspot.ca/ Hard poly stuff was modeled in Max, then I used nDo to add extra higher frequency details to the normal map, after that dDo2 was used to create base for the diffuse, spec, gloss, and height map is some cases. Then stuff…
Hello, Since this was my first encounter with CryEngine it took a bit longer then desired. The goal was to create a map with contrasting colder interior and warmer exterior space with good variety of surfaces, lighting and atmosphere. Environment was inspired mainly by the abandoned soviet nuclear lighthouse located inside…