NOTE: Everything is rendered in CryEngine 3, except for the High Polygon Models and the Wireframe shots.
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!
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.
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.
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.
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.
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
Note: Additional Screens of the Glock and the attachments (Surefire Flashlight & Docter Sight in my Portfolio.
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.
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.
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.
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?
level designer, concept artist and website developer
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