Player stance Player stance info (including collision dimensions) is defined in player.lua [gotta change settings]
Finished Project
Therme Vals
DEADLINE 24 JANUARY 2013
A graphical analysis of Peter Zumthors building in Vals, Switzerland. A part of a university course, Composición Arquitectónica I, Universidad de Las Palmas de Gran Canaria, Escuela de Arquitectura. You can find more information of the building here: http://www.archdaily.com/13358/the-therme-vals/
Sorry in the end I used Blender Game Engine to finish this project, however, now the model is all done and ready to be ported to Cryengine. I used Blender in the end because it easier to get the lighting right when you use baking.
You are welcome and download the model and play with it, I would like to see someone use Cryblend and import this into Cryengine. That will be something I will play with later but do not have time at the moment
13 May 2012 Finally found some time to do the hardest part with this project; the wall texture. The cladding for the walls are made up of stone slates, 63/47/31mm thick, with 3mm mortar, these slates can be configured in different ways but always summing up 300mm.
Combined 4 textures to make the final. Same textures with different tiling for the floor.
Results.
I will be modeling the building next. No more obstacles left, I was really fearing making that texture. I have so many other things to do so this will be done in some 4 days later in June if my planning holds.
Terrain The project uses the actual terrain and site of the town of Vals. Mesh and texture has been extracted from Goggle Earth, and Google Maps, using SketchUp and Microstation.
Heightmap generate with microstation from the mesh done with sketchup.
Converted from hdr to bmp with photoshop.
I download a nice big 8196x8196 satellite texture with Allasoft Google Satellite Downloader.
The bmp heightmap is not perfect, it is converted from 1024 so there is some lack of precision. I am talking to Bentley to see if microstation can generate a heightmap with better precision. But this will be a nice background through the windows when walking through the building.
Since the texture is a satellite composite image, the shadows are baked from that time of day. Making this landscape static of the specific time. I will look into if I can do some photoshopping to reduce the shadows.
The west side doesn't have shadows, and looks better.
Post Topic: Re: Cryengine ArchViz. Microstation + SketchUp.
Posted 09.01.2012, 23:16
Impressive ! Beautiful work you've done and great lights too, love the contrast between the cold lights in the inside and the sunshine in the outside, masterpiece.
Post Topic: Re: Cryengine ArchViz. Microstation + SketchUp.
Posted 10.01.2012, 19:28
Thank you everyone!
I am looking for that sharp look, like vray renders. I think and hope that CryEngine can do the same job as Vray but realtime, if you find that perfect balance!
Post Topic: Re: Cryengine ArchViz. Microstation + SketchUp.
Posted 21.01.2012, 21:05
WOW, I can clearly see months of work in a few screenshots and a single video, impressive ! You worked hard and well and created a great map, indeed ! Keep up the GREAT work, man !