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gametime's art dump

Use this section to show off miscellaneous CE3 projects including Fan Art, ToD's, Configs other projects.


 

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.gametime.
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gametime's art dump

Postby .gametime. » 15.07.2013, 22:40

Hey fellow Crydev's or Crymodders (if you've already been here in CryEngine 2 times),

* Soon to be revealed:


In this thread you will find excerpts of my latest work.
Additionally you can go to my just launched portfolio -->


http://gametime414.wix.com/portfolio

Image



NOTE: Everything is rendered in CryEngine 3, except for the High Polygon Models and the Wireframe shots.

Latest:

Makarov & AK-103 High Detail:

It has been quite some time, but I finally got around to post some of the work I did in the summer. This includes the ak, the makarov and the CIC scene based on Gryphart's concept art for Deus Ex.

The ak and the makarov are part of the high accuracy series. Therefore, I also modeled the interiors as best as I can, because all my references are based on pictures. A lot of time went into measuring and eyeballing the proportions and it felt like half the time went into finding references, because it is quite difficult getting all sides for all the 45 parts of the makarov and ak's approximately 80 parts!

Makarov
Image
Image

AK-103
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CIC- Combat Information Center

The CIC is based on Gryphart's concept, but has a little twist to it, which you will find out by watching the video.
I decided to use Crysis 2'S CE3, because at the time, the CDK didn't have the futures, to recreate the it the way I'd like.
I also used this as a change to become superficially acquainted with the trackview editor and the flow graph editor.

Image



Nature Painting:

This nature scene is based on Wijnand Nuijen painting Spelevaren. The cloth respond to wind and some props, such as the small boat, the boye and the water supply have small looping animations. The scene has two time of day settings.

The building as well as other objects have vertex alpha and color applied and thus making smart use of resources and allowing variety at a low cost.


Note: The skybox, the birds and all the vegetation,exept the green grass belong to Crytek.

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Melee Tools

Pipe Wrench

Polys: 2161
Verts: 2124
Texture Size: 2048x2048
Maps: Diffuse, Normal, Specular, Gloss



Crowbar

Polys: 694
Verts: 692
Texture Size: 1024x2048
Maps: Diffuse, Normal, Specular, Gloss







Fox Engine Office Remake:

While the Fox Engine is very impressive, especially the E3 2013 Trailer, I felt that the Office demonstration was doable in CryEngine 3. To prove it, I present you Fox Engine Office Remake.

All assets have a proxy model and the level is in real scale. Many assets have POM to further enhance their realism. I used the Video Player Plugin by hendrikq on the TV.

Unfortunately Crytek didn't update their Engine for nearly half year, that's why I had to use lights with a texture map applied to fake box lights. However, this came at the rather odd cost of having a reoccuring flickering of the lights.

Screens:

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Mini Tut // TV Screen Breakdown:

I'll use this sample asset, to break down the use of POM on 3d Objects.
Usually, POM is used on flat surfaces, like the ground or sometimes walls, due to its nature of faking depth. Also in this case, POM can only be used on the relatively flat backside of the TV.

It is important to keep every part that should receive no POM displacement white. Therefore black pulls the aspect in.
In the image below, the POM map is the top, Normal is the middle one and Diffuse is in the bottom.
Keep in mind to export the POM map with the same file name as the normal map and with the suffix *name_displ.tiff* Use the cryTiff plugin with the setting Displacement to save the file.

In the Material editor, set a normal map in the Bumpmap slot and check Parallax Occlusion Mapping under Shader Generation Params. Adjust the effect if need be.

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Glock 17c & 18 with Surefire Flashlight, Blackside Silencer and Docter Sight:

Glock 17c (semi-automatic) and Glock 18 (full-auto) pistols. Modeled and rendered in 3ds Max. The textures are handpainted.

There are 8 different diffuse textures and 2 specular variations (one for factory new and one for battle worn).
The diffuse textures are:
- desert A-TAC
- woodland A-TAC
- black/olive
- black factory new
- desert tan factory new
- desert tan battle worn
- black/tan battle worn
- gold


Polys: 2120
Verts: 2156
Texture Size: 2048x2048
Maps: Diffuse, Specular, Normal, Gloss

Screens:

Note: Additional Screens of the Glock and the attachments (Surefire Flashlight & Docter Sight in my Portfolio.

Image
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Staircase Study

With this environment I tried to recreate a natural urban interior in CryEngine 3.

The lightning is a little cold, as if the sun is covered by clouds during an autumn day. The walls and its cover panels are from a past epoch, yet the modern elements refresh the scene.

I used this exercise to further enhance my experience with CryEngine 3 and learn new futures of it, namely the glass shader and POM (parallax occlusion mapping).
I also used Quixel's tool dDo to create some assets such as the doors and the tiles.

Screens:

Image



Rocket Propelled Grenade & Launcher (RPG):

First High Polygon 3d Model that I created in 3ds Max. This software was also used to create the Low Polygon Model as well as the UVW Map.
Textures created in dDo.
Rendered in CryEngine 3.

Polys: 5810
Verts: 6635
Texture Size: 2048x2048
Maps: Diffuse, Normal, Specular, Gloss

Screens:

Image



Ingram MAC 10

Some old work, but relatively good. Thread is here: viewtopic.php?f=310&t=72061&p=957971&hilit=ingram#p957971

Tris: 3386
texture size: 2048x2048
Maps: Diffuse, Normal, Specular, Gloss

Screens:

Image
Last edited by .gametime. on 28.12.2013, 18:31, edited 3 times in total.
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Tecnosofts
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Re: gametime's art dump

Postby Tecnosofts » 15.07.2013, 23:43

Wow!! Office remake is awesome 8o
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Re: gametime's art dump

Postby Stormfreek » 15.07.2013, 23:56

Yeah the office remake is really sick man, awesome work overall :D
Click for fun stuff! viewtopic.php?f=310&t=105239
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Re: gametime's art dump

Postby DevGuy1975 » 21.07.2013, 15:06

Too awezum :O
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Re: gametime's art dump

Postby modsuki » 21.07.2013, 15:17

nice images :)
My Crytek News Blog - http://bit.ly/aFSbnP
My Massive Crysis Maps Guide - http://bit.ly/f5ifhe
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Re: gametime's art dump

Postby Arkrothe » 23.07.2013, 14:46

Amazing job man!! And congrats for getting a kotaku feature :D
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.gametime.
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Re: gametime's art dump

Postby .gametime. » 24.07.2013, 09:21

thanks for the nice comments! Much appreciated.

Wow, that's awesome. Thanks Kotaku and thanks Arkrothe for informing.

Here's a little extra ;)



just testing how it looked in Crysis 2 and messing around with the xml files.
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Re: gametime's art dump

Postby TranceBaker » 25.07.2013, 19:18

Nice work .gametime. Doin well ;)
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.gametime.
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Re: gametime's art dump

Postby .gametime. » 16.08.2013, 16:30

Updated first post with Nature Painting and Melee Weapons.
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Re: gametime's art dump

Postby Sava » 19.08.2013, 22:00

Wow that nature environment looks really good. Are the boat and well manually animated or somehow dynamically done?
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.gametime.
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Re: gametime's art dump

Postby .gametime. » 21.08.2013, 20:34

Sava wrote:Wow that nature environment looks really good. Are the boat and well manually animated or somehow dynamically done?


Glad you asked: The one on the right is a physics entity and thus floats on the water. It has slight bobbing, but I felt, that this wasn't good enough.
So I decided to make a small looping animation for the boat with the paddles (left). Also the buoys and the water fountain are animated.

cheers
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.gametime.
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Re: gametime's art dump

Postby .gametime. » 28.12.2013, 18:32

28.12.2013: Updated first post with the latest content: AK-103 & Makarov High Poly and CIC scene.
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Re: gametime's art dump

Postby Stormfreek » 28.12.2013, 18:37

Jesus christ sexy stuff man!
Click for fun stuff! viewtopic.php?f=310&t=105239
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Re: gametime's art dump

Postby InspiredMind » 30.12.2013, 17:20

The latest work is truly amazing! especially the interior of the weapons, great modeling! Something that would impress people even more is creating your own concepts and making scenes/assets out of em. Have you thought about doing that?
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Re: gametime's art dump

Postby RA Bastard » 30.12.2013, 17:34

:0
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