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TerrorBlast  |
Has no life | Member since: 13.10.2008, 19:48 | Posts: 6496 | Location: Squiggers' kitchen |
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Post Topic: Posted 20.02.2011, 22:04 |
Always nice to see the team hard at work  Good one lads!
- It's all about the bread.
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Fortran  |
Has no life | Member since: 27.12.2007, 01:50 | Posts: 6478 | Location: Nottingham |
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Post Topic: Posted 20.02.2011, 22:33 |
Nice job guys! Border is looking great
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LoNer1  |
Experienced Modder | Member since: 24.10.2010, 21:39 | Posts: 430 | Location: In the universe...(Netherlands) |
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Post Topic: Posted 20.02.2011, 22:41 |
One nice map you guys got there, was wondering when an update came along, talked to one of your team members
Hellow, i am ^^ today
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arieas  |
Uber Modder | Member since: 26.01.2010, 01:17 | Posts: 1026 |
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Post Topic: Posted 20.02.2011, 22:45 |
Was looking forward to seeing those shots. Looks really good, overcast, rainy, that's Ireland. :p
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andrey_filantrop  |
Uber Modder | Member since: 25.01.2010, 15:54 | Posts: 1719 | Location: Moscow, Russia |
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Post Topic: Posted 21.02.2011, 17:43 |
Hey, people, i like it, looks really great. 2 things i wanted to say, are: 1. About more details. I made small town/city for myself for fun, town with some vegetation (quantity proportions like you have now) and need to say: your city is good enough detailed for crysis 1 engine! "Team" fight in city/town is special brunch for crysis engine instead of jungle maps for "single player". So after some experiments i got the decision: less poly modern buildings i consider to be a good thing for urban maps optimization. Though if we are talking about Cryengine 3, seems there will be no problems with such optimization, so im going to be quiet. 2. Military zone: hmmm, if i made zone in the town, i'll probably create some exclusion zone (protective zone or border) between the residential (living) area and camp itself. Especially if its not a random occupied military camp, but seems special pre-built military zone. Ok, going to wait for new updates, great work guys!
Last edited by andrey_filantrop on 21.02.2011, 17:45, edited 1 time in total.
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Squiggers  |
Uber Modder | Member since: 28.01.2009, 20:54 | Posts: 2050 | Location: Under Ruan's bed. |
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Post Topic: Posted 21.02.2011, 18:56 |
Hey Andrey, 1) Ingame polycount for most assets is fine - we'll be making heavy use of normal/parralex mapping, particularly in regards to the stone buildings/walls so they really stand out a bit more. But we'll do that after we've got gameplay down, as we're not at the polishing stage of development yet.  2) The area we're doing is based on a real life village - with some minor changes in terms of names, etc. - but that was (until 1998) where the base was situated in the village. I think the idea is that it gives an overview of the village to see what was going on clearly for the Security Forces, and it was relatively easy to get men out from the base on patrol etc. I wouldn't know without talking to the Royal Engineer guys who built it to be honest!
CryDev's professional troll.
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TerrorBlast  |
Has no life | Member since: 13.10.2008, 19:48 | Posts: 6496 | Location: Squiggers' kitchen |
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Post Topic: Posted 26.02.2011, 19:09 |
Level update 03 Hey lads 'n galls, A new area, just hot of the production line! This area is a bit more open with a less dense tree count. At the moment I'm trying to cluster the trees a bit more rather than an even spread, which will make some interesting locations. You may also notice that the environment is losing it's snowy touch the further you proceed downwards. Further, one of the most noticeable structures is the distant power station, which will play a key-role in this map. More on that later. Hope you like what you saw. Cheers ! -Edward Click for 1920x1080 image. And as always; crits and comments are always more than welcome!
- It's all about the bread.
Last edited by TerrorBlast on 26.02.2011, 19:11, edited 2 times in total.
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hmmm  |
Uber Modder | Member since: 19.04.2008, 19:58 | Posts: 2376 | Location: London, England |
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Post Topic: Posted 26.02.2011, 19:17 |
Looks great, although some of the finer details are missing i think; the grass colour doesnt really look natural enough and maybe even though the snow is declining have some snow on things like tree's and rocks, otherwise the ground texture looks out of context.
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TerrorBlast  |
Has no life | Member since: 13.10.2008, 19:48 | Posts: 6496 | Location: Squiggers' kitchen |
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Post Topic: Posted 26.02.2011, 20:12 |
Quote: Originally posted by hmmm Looks great, although some of the finer details are missing i think; the grass colour doesnt really look natural enough and maybe even though the snow is declining have some snow on things like tree's and rocks, otherwise the ground texture looks out of context. Thanks a lot mate  I'll try and smoothen the colours of the grass a bit more, see if I can make it look more natural. As for the finer detail, that will be worked on after I did most of the main work. I'll try adding small flowers, maybe a few sticks and such well as man made objects. At the moment, I can't really place any snowy trees because I don't have any. If I use the snow overlay it will look over the top. The idea of this map was more to make it look like it snowed a few days ago and it's thawing now. However, a few rocks 'n nicknacks here and there are more than welcome. Thanks a lot !
- It's all about the bread.
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hmmm  |
Uber Modder | Member since: 19.04.2008, 19:58 | Posts: 2376 | Location: London, England |
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Post Topic: Posted 26.02.2011, 20:18 |
I suggest creating a few duplicates of the vegitation models, opening up the textures in photoshop and possibly just putting some snow spatters on them. Shouldnt take that long, although creating a believable snow effect might be harder than it seems.
Last edited by hmmm on 27.02.2011, 01:41, edited 1 time in total.
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TerrorBlast  |
Has no life | Member since: 13.10.2008, 19:48 | Posts: 6496 | Location: Squiggers' kitchen |
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Post Topic: Posted 26.02.2011, 20:56 |
I've talked about snowy vegetation in the asset department and it will be looked into, however, our list of asset creation is long and proper vegetation takes time and skill. But in the long run, some snowy props will most likely appear
- It's all about the bread.
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Fortran  |
Has no life | Member since: 27.12.2007, 01:50 | Posts: 6478 | Location: Nottingham |
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Post Topic: Posted 26.02.2011, 22:33 |
Looks great  Agree with hmmm though in regards to some residual snow buildups on the vegetation. Nice work though like the feel of the map so far.
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Ultimarage  |
Uber Modder | Member since: 07.12.2007, 12:44 | Posts: 2328 |
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Post Topic: Posted 27.02.2011, 01:25 |
Not bad, it will be interesting to see what you do with this scene.
The addition of snow could be done entirely through the diffuse of the vegetation, and some of them could just use the ice shader as well.
With a combination of clever texturing, normal mapping, and especially the use of the ice shader (the ground needs the ice shader as well for that sparkly look), you can really push this even more.
I'd also say to brighten up the ToD.
Foliage Artist - Sucker Punch Productions Currently working on inFAMOUS: Second Son for the PS4
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TerrorBlast  |
Has no life | Member since: 13.10.2008, 19:48 | Posts: 6496 | Location: Squiggers' kitchen |
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Post Topic: Posted 27.02.2011, 01:36 |
Aye, thanks a lot. I'll look into all this. However I'm in no major position my self to edit textures and such, as my expertise on that is rather low. Also, the ToD isn't by any means final. Just a quick one I worked up for the shot
- It's all about the bread.
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Squiggers  |
Uber Modder | Member since: 28.01.2009, 20:54 | Posts: 2050 | Location: Under Ruan's bed. |
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Post Topic: Posted 01.03.2011, 20:33 |
Cheers for the input guys, we appreciate it! We'll have some new stuff on the way by the end of the month in a rather large update.. despite the fact that most people will probably be playing Crysis 2 still.
CryDev's professional troll.
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