Forums Gallery Downloads LOGIN |REGISTER

"Sandstorm" (working title) Work in Progress

Use this section to show off your CE3 levels


 

User avatar
KrookedSaint
Just getting started
Just getting started
 
Posts: 54
Member since: 17.09.2008, 11:14
Location: Vancouver
Likes: 1

"Sandstorm" (working title) Work in Progress

Postby KrookedSaint » 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
modsuki
Has seen it all
Has seen it all
 
Posts: 5227
Member since: 02.02.2007, 07:25
Likes: 258

Re: "Sandstorm" (working title) Work in Progress

Postby modsuki » 11.07.2012, 09:02

Nice models :)
My Crytek News Blog - http://bit.ly/aFSbnP
My Massive Crysis Maps Guide - http://bit.ly/f5ifhe
My CryEngine Screens - http://bit.ly/wIDNDJ
My Youtube - http://bit.ly/xIg1l1
My Twitter - http://bit.ly/yZtaoH0
User avatar
KrookedSaint
Just getting started
Just getting started
 
Posts: 54
Member since: 17.09.2008, 11:14
Location: Vancouver
Likes: 1

Re: "Sandstorm" (working title) Work in Progress

Postby KrookedSaint » 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.

Image
Image
Image
Image
Image
Image
Image
Image
Image

KS
User avatar
Lavizh
News Posters
News Posters
 
Posts: 12080
Member since: 04.12.2007, 03:23
Location: Hamar, Norway
Likes: 751

Re: "Sandstorm" (working title) Work in Progress

Postby Lavizh » 11.07.2012, 10:17

Not sure about the purple color though. Doesn't really fit in.
 
 
Image
User avatar
KrookedSaint
Just getting started
Just getting started
 
Posts: 54
Member since: 17.09.2008, 11:14
Location: Vancouver
Likes: 1

Re: "Sandstorm" (working title) Work in Progress

Postby KrookedSaint » 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.

Image

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

Image
User avatar
KrookedSaint
Just getting started
Just getting started
 
Posts: 54
Member since: 17.09.2008, 11:14
Location: Vancouver
Likes: 1

Re: "Sandstorm" (working title) Work in Progress

Postby KrookedSaint » 11.07.2012, 10:38

Lavizh wrote: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
Lavizh
News Posters
News Posters
 
Posts: 12080
Member since: 04.12.2007, 03:23
Location: Hamar, Norway
Likes: 751

Re: "Sandstorm" (working title) Work in Progress

Postby Lavizh » 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?
 
 
Image
User avatar
KrookedSaint
Just getting started
Just getting started
 
Posts: 54
Member since: 17.09.2008, 11:14
Location: Vancouver
Likes: 1

Re: "Sandstorm" (working title) Work in Progress

Postby KrookedSaint » 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.


 
Connect and collaborate with CRYENGINE developers in the official Forums.
Visit the Gallery to share what you have created and be inspired by what others are creating with CRYENGINE.
Community