Showing posts with label CryEngine. Show all posts
Showing posts with label CryEngine. Show all posts

Thursday, September 8, 2011

Textured Artifact, Portfolio Start

Finished texturing and setting up the glow map for the Artifact today, came out pretty awesome! I might end up trying to add the portal above it also, not sure yet.
I found this great free model of the Chief also. Currently trying to figure out how to refine vertex assignments in the 3ds Max biped system so I can animate it without some vertices stretching out improperly.

Also I figured I should start working on / organizing a small portfolio of sorts, in case I want to try and join a mod or indie team sometime for some more practice. Most of the stuff I have done is scattered in multiple places. Started working on a list of things to model and texture, including refining a few things I've already done:

  • AIM-54 Phoenix dolley
  • Mk82 bomb racks
  • Military laptop & radio
  • B-25 Mitchell
  • Some stylized melee weapon, like a sword, axe or hammer
  • A scene of an alley with a bunch of dirty props
  • A scene of some fictional setting, perhaps medical labs or a dock
And eventually... I'm going to have to model try modeling a character and some organic stuff. Don't know why I'm hesitant to do so, probably just because I haven't before. I'll stick to getting some of these hard-surface models done first.

Wednesday, September 7, 2011

Halo - The Artifact

Decided I'd do the Ark Portal (The Artifact) first as it would be the easiest in terms of modeling and would let me play with terrain sculpting in CE3 some more. Not being able to use a brush greater than 200m wide sucks when you're working with a 8x8km map. My "Artifact" is about 4.8 km in diameter... the "real" thing is 120km wide, supposedly. I think the scale looks pretty decent in-game. The only unfortunate bit of this... is that I don't think I'll be able to put in a glow effect for the molten rock on the edges of the artifact, where it should have been recently "glassed" by the Covenant. Because first, the Terrain.layer material type does not support emissive glows, and the material type that does support it seems to fade from view rather quickly when painted onto terrain (thankfully it seems it'll still work for the artifact, given its size).

What I've got so far, untextured artifact and mostly done terrain (will have to add some overhanging cliff ledges here and there). Will also end up having to model and texture the Forerunner Dreadnought.


Monday, September 5, 2011

Beach Scene Fixed Up, Starting on Simple Environment

I played around with Time of Day settings a bit and more importantly now understand how the terrain texture layers work in CryENGINE 3. Was a little strange to me at first but now it makes sense. I tidied up the texture color and made it seamless, and scaled down the tiling as well for more detail. Also played with darkening the texture under the water instead of just painting it blue, def looks better. Here's 2 different versions:


Also, after watching 4 episodes of Halo: Legends last night, I've developed an interest it perhaps trying to make a few environments from the Halo universe in the engine as well, simply for rendering/artwork purposes. I think I'll do an interior first... probably the Control Room of Installation 04. Then try an outdoor scene.

Saturday, September 3, 2011

Texture practice and CryENGINE 3

I recently downloaded the CryENGINE 3 SDK to toy with and attempt to learn, which is what Crytek used to develop Crysis 2 with. Needless to say, it's very powerful and in my opinion a little more towards the bleeding edge than the Unreal Engine. Played around with terrain sculpting some, used voxels to make a small cave, but was mostly interested in trying to get my own assets incorporated. So for a test and to learn how to do it, I made a beach chair, umbrella, and cooler to import into the engine and make a scene with. Below is the result of that effort:



The terrain texture could use some work but I kinda rushed that with some basic sand I found, haven't really played with tweaking terrain textures yet, just know how to apply them. The color under the surface of the water is a bit of an abrupt change as well. One thing that would really improve this is if I new how to make specular maps for the chair and umbrella, like having highlights on the frame and such. I realized I needed more practice with textures, specifically specular maps and overall just adding detail to diffuse maps. Because of that, I started working on some simple model of a safe:
It's still WIP and I'll definitely post when finished. Right now it only has a mostly-completed diffuse and bump map. It's nothing more than a 6-sided cube (granted, chamfered edges) with some hinges and a knob modeled on.