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Forum › CryENGINE 2 › Showcase Gallery › Levels › New Tropical Island - Aztlan
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Prometheus  |
Skilled Modder | Member since: 10.03.2008, 11:40 | Posts: 782 | Location: Italy |
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Post Topic: Posted 05.03.2010, 18:37 |
thanks you mean the small pebbles one?
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Silent.  |
Skilled Modder | Member since: 07.10.2008, 08:33 | Posts: 716 | Location: Australia |
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Post Topic: Posted 05.03.2010, 18:39 |
I really like the new plants you made  Very natural looking. Good work on the textures. Remember "Practice makes perfect"
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Prometheus  |
Skilled Modder | Member since: 10.03.2008, 11:40 | Posts: 782 | Location: Italy |
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Post Topic: Posted 10.03.2010, 18:23 |
Ok today not really a problem but a request of open opinions .... This is the grass I have been making the last days , I must say that this , altough it may be seeming easy , is what really gived me the biggest problems to get a proper look , I remade textures by scratch at least five or more times , I even downloaded a pay site a texture to check how is done , and finally I decided to go for a personal drawed solution , like I did for the palms ... the problem is that ingame the grass just looks desaturated , light and looses much of the colors , also this coude I add the get color by the texture and then I adjoust the texture blending to 0.5 , wich appears to be the minimum in the settings of the material ... I then copied all settings by crysis , but I still get a difference , in Crysis the textures look more colored and seems that the texture passes more thorught the color filter of the game , while mine altough is very much more saturated , and at Traits I can say it looks better than the crysis texture , it doesn't get out so realistic , or may be I am just pretending to make it too much similar to the crysis grass that I am loosing the focus on mine? May be mine looks enough good but just different? I have no idea but its the thing that took me the most of the time so far now and I still not yet sure if it looks good or not and if there is a way to improve it ... may be the problem is the way of the texture blending alpha threshold or what? Anyway enough talking now here is the picture so you can tell me .... on left there is one single patch placed , on right there are like 5 patches placed in similar place to increase density .... the informations ofr the model are: Polys: 1280 Vertices:2008 Textures:1024x1024 tif made by scratch hand drawed nad a bit of pictures
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Prometheus  |
Skilled Modder | Member since: 10.03.2008, 11:40 | Posts: 782 | Location: Italy |
Likes: 0 |
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Post Topic: Posted 15.03.2010, 11:17 |
Here is a Preview of my new Custom made Textures for my island , just some , and I am not sure if are all final , but I took lot of time to make and fine tune to have good smooth transitions and a good close distance look , all textures are 2048x2048 , most include parallax mapping and specular mapping , the whole list of textures is : Cliff 3d Distant Cliff 3d Close 1 Cliff 3d Close 2 Coral 3d Grass Ground Pebbles Ground Stones Ground Dirt Rainforest Fresh Rainforest Dry Sand Wet Sand Messy Sand Grassy Sand Underwater There is still one slot for a 15th texture if I am not wrong and I am undecided if to use for the following : 1 Grass long 2 Grass Dry 3 Mud 4 Small Pebbles 5 Ruins pavement 5 Rock Any suggestions and critiques are very welcome ....
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Prometheus  |
Skilled Modder | Member since: 10.03.2008, 11:40 | Posts: 782 | Location: Italy |
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Post Topic: Posted 16.03.2010, 03:58 |
Here some more bushes ...
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Prometheus  |
Skilled Modder | Member since: 10.03.2008, 11:40 | Posts: 782 | Location: Italy |
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Post Topic: Posted 18.03.2010, 10:28 |
I think This needed a thread apart couse I cant fix the problem of the voxels not keeping their materials , hereis a cave texture I made for it , but I had to use a terrain texture slot , that of course I could use for something else if voxels could use extra materials that arent just for terrains , so my questions are two : 1 Hw I make the materials stick to the voxels and stay on them even after reloading? 2 Do I need to use only terrain texxtures for texturing voxels or I can use other extra materials and if so how ? Wip on Cave Textures ....  I am wondering how do I change the colors on the voxels ? Also how do I do to make stick the textures on the voxels ? it's weird couse after I generated textures the voxel textures inside the cave are kept but the ones out on the other rock voxels are not ...
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Prometheus  |
Skilled Modder | Member since: 10.03.2008, 11:40 | Posts: 782 | Location: Italy |
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Post Topic: Posted 19.03.2010, 11:46 |
Here I made some experimentation to test the FPS ... here you can read the stats , what's the maximum I should Aim for ?
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JasperHope  |
Uber Modder | Member since: 06.01.2009, 16:43 | Posts: 1051 | Location: England |
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Post Topic: Posted 04.04.2010, 13:40 |
Looks good but what makes it different to an earth map? I don't see any difference.
 Solanum is back - Artifex Games
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Post Topic: Posted 06.04.2010, 04:45 |
Blue Mars is the name of the virtual world, but the individual cities (ie levels) can be any design the developer wants to make. A couple of the demo cities have a Mars theme, and some of the others are named after locations on the real planet, but most are being built to an Earth-like environment.
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Prometheus  |
Skilled Modder | Member since: 10.03.2008, 11:40 | Posts: 782 | Location: Italy |
Likes: 0 |
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Post Topic: Posted 08.04.2010, 18:12 |
Here is a Work in progresss on my Rocks , Those are Cliff Rocks , actually only 3 Rocks ....Rotated and placed in different positions .... polycount is around 1000 polys per rock so may be I can make a lod level at 500 ? Worth it or not? Also I used a tiling of the texture with smart seams positioning on the rock , instead than go with a specific bake on the texture couse this allows me for a higher resolution map to be displayed on the rock , while a baked one would be only the size of the texture .... Question : 1 lod level at 500 ? Worth it or not? 2 If I make two materials completely identical but one has a tiling of 1 and one of 3 do they have a different load for the engine or considers them the same? In that case is better to tile the texture on the model and leave one material at 1 or instead tile it in the material so that eventually I can also have different sizes of the rocks according to the dimensions I chose for it I can use different tiled materials of the same type to keep coherence in the texture detail .... [img]Here is a Work in progresss on my Rocks , Those are Cliff Rocks , actually only 3 Rocks ....Rotated and placed in different positions .... polycount is around 1000 polys per rock so may be I can make a lod level at 500 ? Worth it or not? Also I used a tiling of the texture with smart seams positioning on the rock , instead than go with a specific bake on the texture couse this allows me for a higher resolution map to be displayed on the rock , while a baked one would be only the size of the texture .... Question : 1 lod level at 500 ? Worth it or not? 2 If I make two materials completely identical but one has a tiling of 1 and one of 3 do they have a different load for the engine or considers them the same? In that case is better to tile the texture on the model and leave one material at 1 or instead tile it in the material so that eventually I can also have different sizes of the rocks according to the dimensions I chose for it I can use different tiled materials of the same type to keep coherence in the texture detail .... 3 Can I add any occluder inside the rocks ? In that case can I use any different shaped occluder apart from a cube or plane or primitive inside the rock hidden ? This to save further renderings in the layout of the island when I place them ....
Last edited by Prometheus on 08.04.2010, 19:27, edited 6 times in total.
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Prometheus  |
Skilled Modder | Member since: 10.03.2008, 11:40 | Posts: 782 | Location: Italy |
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Post Topic: Posted 09.04.2010, 06:13 |
Is credible or may be I need to tune it better somehow? 
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Prometheus  |
Skilled Modder | Member since: 10.03.2008, 11:40 | Posts: 782 | Location: Italy |
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Post Topic: Posted 12.04.2010, 06:43 |
A wip on My new River Rocks , for those I went instead than a tiled image to a perfectly seamed texture , since the size is smaller and I do not need all this detail spread like for the big cliffs , I am making around 5 stones that rotated can get like 10 , My fear is that for those I will need probably 5 different materials , I hope it won't be an issue tough ...beeing them smaller or anyway the size comparable to an avatar are more or less as poly as the big cliffs but beeing smaller look more detailed and smooth in some parts will have as well lods .... My work is now on making a seamless normal map , wich doesn't seems a simple task , for me at least , then tune the wet , and dry areas of the stones ... planning also some other texture variations , using the same shape like for mossy rocks or beach rocks with algae etc....  Comments and suggestions are welcome as always .....
Last edited by Prometheus on 12.04.2010, 06:50, edited 1 time in total.
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RayFan9876  |
Maths Wizard | Member since: 30.09.2008, 02:17 | Posts: 4884 | Location: The Land of Sinnamon |
Likes: 5 |
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Post Topic: Posted 12.04.2010, 07:16 |
Rayman: Revenge of the Dark - Leader, Composer, Audio, Modeller, Animator, Level Designer Arthias: Prologue - Composer, Audio
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Prometheus  |
Skilled Modder | Member since: 10.03.2008, 11:40 | Posts: 782 | Location: Italy |
Likes: 0 |
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Post Topic: Posted 19.04.2010, 19:44 |
Some work on the Cliffs , I am not sure if look good , I used 5 kind of different cliffs with different resolution level ... Far , far , middle , middle , closer Wich are like Rocks , rock blocks , striated blocks , sediments and jungle covers...  
Last edited by Prometheus on 19.04.2010, 19:51, edited 1 time in total.
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chicken2  |
Uber Modder | Member since: 04.01.2008, 02:08 | Posts: 1494 | Location: Germany |
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Post Topic: Posted 19.04.2010, 19:56 |
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