Hello there, some of you did ask about how we created the moss for Ryse. I've compiled a little tutorial for you guys! http://www.polycount.com/forum/showthread.php?p=1986862#post1986862 enjoy !
In my opinion Ryse single handidly set the standard for what other next-gen titles will need to achieve when it comes to realistic game environments. It isn't just the quality of the art, but the composition of the scenes and use of lighting to drive the player forward. Top notch all around and every artist who worked on…
Would it be possible to see some vegetation breakdowns as well? If something really stands out in ryse i would say its the vegetation!! And thanks for the "tutorials" so far, really intresting and inspiring! Thanks for sharing!!
Good day lads and ladies lots of people here started taking shots for their portfolio after finishing with Ryse. Figured it would be nice to share some of the art, that was made for this game, with the community. We're missing some areas of the game unfortunately but there might be a second part to this art dump. Credits…
Thanks for all the great comments and love. The env art and lighting team worked super hard to get the quality you see. Really was amazing to see where we were 6 months before this and how far we pushed it for release. It's been a while since I looked at the game myself, the screens are an awesome reminder of all the cool…
Hey Rollin, yeah - the modified CryEngine for Ryse introduces the possibility to use generic blending texture files to control the blend and alpha test, instead of exporting the diffuse texture with a blending map stored in its alpha channel all the time. This way we could arrange several puddles and rifts on one diffuse,…