Post Topic: "Sandstorm" (working title) Work in Progress
Posted 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).
Post Topic: Re: "Sandstorm" (working title) Work in Progress
Posted 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.
Post Topic: Re: "Sandstorm" (working title) Work in Progress
Posted 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.
Post Topic: Re: "Sandstorm" (working title) Work in Progress
Posted 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?
Post Topic: Re: "Sandstorm" (working title) Work in Progress
Posted 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.