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User avatar   Beginner BeginnerMember since: 17.09.2008, 11:14Posts: 54Location: Vancouver Likes: 1
 

 Post Topic: "Sandstorm" (working title) Work in Progress
PostPosted 11.07.2012, 08:55 
Hey CryDev Heads,

I'm working on building a small oasis town filled with little back alley shortcuts and rooftop sniper nests. I'm using Maya and Seith's MayaCE3 exporter, CrazyBump, and Photoshop.

I don't really have a scope or a strategy for how this map is going to play out. I'm relying on memories of Socom 2's 'Crossroads' as a starting reference point and adding my own twist. Lots of accessible rooms, rooftops, balconies, and shortcuts. I don't have a full understanding of how to make a full mod in CE3. I just know how to make stuff look pretty (sometimes).


User avatar   24/7 Modder 24/7 ModderMember since: 02.02.2007, 07:25Posts: 4954 Likes: 127
 

 Post Topic: Re: "Sandstorm" (working title) Work in Progress
PostPosted 11.07.2012, 09:02 
Nice models :)


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User avatar   Beginner BeginnerMember since: 17.09.2008, 11:14Posts: 54Location: Vancouver Likes: 1
 

 Post Topic: Re: "Sandstorm" (working title) Work in Progress
PostPosted 11.07.2012, 10:15 
Here's a couple still images.

I realize that the environment is still pretty bare bones in terms of atmosphere. Its also a bit too clean and tidy for my liking. Eventually when I get a bunch more buildings made at this level, I will begin to break some of them apart, tag on them, and sprinkle debris in some places. I'm going to add more cloth entities as well for some movement.

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KS
User avatar   News Posters News PostersMember since: 04.12.2007, 03:23Posts: 10410Location: Hamar, NorwayStatus: Online Likes: 514
 

 Post Topic: Re: "Sandstorm" (working title) Work in Progress
PostPosted 11.07.2012, 10:17 
Not sure about the purple color though. Doesn't really fit in.


 
 
 

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User avatar   Beginner BeginnerMember since: 17.09.2008, 11:14Posts: 54Location: Vancouver Likes: 1
 

 Post Topic: Re: "Sandstorm" (working title) Work in Progress
PostPosted 11.07.2012, 10:25 
Here's a couple quick examples of Parallax Occlusion Mapping in my materials.

The Debris was modeled in Maya and extracted the Normals , AO and Displacement. Then painted the diffuse map in photoshop.

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The Corrugated Metal rooftops also make use of POM. This is one polygon.

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User avatar   Beginner BeginnerMember since: 17.09.2008, 11:14Posts: 54Location: Vancouver Likes: 1
 

 Post Topic: Re: "Sandstorm" (working title) Work in Progress
PostPosted 11.07.2012, 10:38 
Quote by Lavizh:
Not sure about the purple color though. Doesn't really fit in.


You're probably right. It's a wee bit of a 'friendly' color... kinda like pink. I will probably experiment with a whole bunch of colors, and then wind up using 2 wacky colored lights in the whole map. I definitely want a red light room, and probably that green alley color.
User avatar   News Posters News PostersMember since: 04.12.2007, 03:23Posts: 10410Location: Hamar, NorwayStatus: Online Likes: 514
 

 Post Topic: Re: "Sandstorm" (working title) Work in Progress
PostPosted 11.07.2012, 10:42 
If this environment is placed in a desert or similar it should be a yellow/orange/white-ish type color.
Are we looking at Light entities casting colored light/shadows or texture based?


 
 
 

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User avatar   Beginner BeginnerMember since: 17.09.2008, 11:14Posts: 54Location: Vancouver Likes: 1
 

 Post Topic: Re: "Sandstorm" (working title) Work in Progress
PostPosted 11.07.2012, 23:24 
Its just colored light entities. I usually keep a very limited palette when I start out making textures, and I will experiment with colors using the color picker next to the diffuse slot in the shader, or a light.