Pirate Island: Background Info: Pirate Island: Inspired by the game 'FarCry 3', wanted to make a similar outdoor scene. This was my first outdoor environment scene, so not the best of me and you can expect bad folder system and such, but might help a newbies as a reference or sample. Contains: *Fol_Env_p.upk [Package…
Scene 09 - The Waterfall This sequence should have been easy to create but ended being really complicated. The background video showed a slightly traveling as recorded from a flying airplane and curiously it was much harder to synchronize with the iClone camera movement than the previous sequences. After a lot of…
Thanks for the feedback. Here are some of the diffuse maps that are used in the scene: I like how Naughty Dog did all the little details like the flashlight color bleeding effect or all the little details on their characters. You are right that the vegetation is spreading very quickly when there is no one to cut that. Good…
Thank you. I'll try and tweak the colors and variation in the brick and vegetation. Maybe some geometry brick assets that pop out from the texture. Right now I'm only using 3 different vine props for the vegetation. I'm trying to get as much mileage out of these as I can to save on memory. The 2800 asset, I'm thinking will…
Thanks for the detailed advice! One of the initial ideas behind the design was that any surface on the ship can be used to display information - there would be no need for any screens, panels or holograms. The circles are on the side because I have yet to figure out how to sync them to the door animation. Probably I'll…
Hello, I have begun a new game project and before I go too far with it I want to test things out in Unreal. There is one third party tool I use in Unity that I believe I would need a counterpart to in Unreal. Vegetation Studio is is a robust tool that lets you define biomes, where they go, what spawns in them,…
I beg to differ. Many stuff in this game, I felt it could have not been achieved with UE4 within any realistic development timeframe. All seams are carefully covered by the awesome idtech5 stamps/decals. And the cheer number of textures would have never ran at 60fps on a medium PC or Xbox360/PS3 with this kind of quality…
Hopefully others can post with questions regarding trees in this thread. I followed this 3dmotive tutorial for creating trees: https://www.3dmotive.com/f102101 Except mine is an evergreen and I want to bring it into CryEngine. In CryEngine's vegetation budgets (http://freesdk.crydev.net/display/SDKDOC3/Vegetation+Budgets)…
For the past few months i'v been working on assets for my forest environment which is going to be a part of my portfolio. I'm using CRYENGINE due to the supreme vegetation/forest rendering (and because it's the engine i'm most familiar with). I'm utilizing mostly photogrammetry/photomodeling techniques to get my assets…
Ok, much better but 2 things: AO is very strong and it kinda ruins the nice lighting. Its actually the color correction that makes it pitch black so either turn down the ao intensity or the cc contrast. The capsule is worn very evenly and doesnt have any directional or localised wear and grime. You could add moss or dirt…