Off The Coast - Cryengine 3

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sgv3dmax's picture
Posts: 133

Hi. I am working on a sci-fi + realistic environment in Cryengine 3 SDK. The idea is to make a portfolio-ready piece. The concept I am using is the one by madspartan013 in Devianart. Here are the specs:

Final rendering engine: Cry engine 3 SDK

Game play: Very little gameplay elements, but mostly for environment display

Modelling / Uving: 3ds max 2012

Hi-poly sculpting: Mudbox

Texturing: Adobe Photoshop

Normal map generation: nDo2, XNormal

 

I would like to get crits from the community. If you see anything that could be improved on, please feel free to comment. Thanks

This is the concept by madspartan013

 

sgv3dmax's picture
Posts: 133

Thank you RaPtor_v9600. I m just trying to get maximum coverage Smiling

angelia's picture
Posts: 160

Nice start!

sgv3dmax's picture
Posts: 133

Here is a small update. There was some problem with crydev servers and my files got corrupted last night. But managed to get the last saved version from backup 

Changed lighting a bit since it was too much towards orange and the building diffuse color was being washed out. And lowered the water level a bit. Also reduced global intensity of fog to get a more clear sky.

metalliandy's picture
Posts: 3188

Nice work! Smiling

sgv3dmax's picture
Posts: 133

I haven't shown this side yet. I expanded it to accommodate a dock. There will be a modified version of a silo to be used as a power station beside the dock. It can also provide as a place of interest for game play. Dock is using a proxy wood texture for now. I am just blocking it in. You will see detailed textures soon. I need to get an overall idea of the area.

sgv3dmax's picture
Posts: 133

Just realized that sun direction is wrong in my scene. It is from behind the building as per concept. So changed it. How does it look now? Also added the simple blockout of silo generator building. Placed an AI on dock for scale.

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sgv3dmax's picture
Posts: 133

RaPtOr_v9600 wrote:

yab first block it out,  the docks are good idea they will put some depth to environment, dont forget to slope terrain a litle bit

Yup. The terrain will get a thorough overhaul once i block everything out.

sgv3dmax's picture
Posts: 133

Thanks RaPtOr. I can add emissive materials on the dark side of the building now. I dont know why I did not think about this before Sticking out tongue

Here is another update. Blocked-in the rail from mine to dock.

 

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JBaldwin's picture
Posts: 2162

Nice start. Will be interesting to see where this goes Smiling

-Jeremy-

sgv3dmax's picture
Posts: 133

Worked on lighting a little bit to reduce overall brightness and made the shadows even darker. Now I can play with artificial lights around the mine entrance and proposed sci-fi door. Also this will make emissive materials on the building really glow.

Made 2 terrain textures - mud and gravel

Here are the updates.

 

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sgv3dmax's picture
Posts: 133

RaPtOr_v9600 wrote:

getting better, every update, those rocks are yours or stock from cryengine good job bud, love it

Thanks. Everything in the scene is custom-made by me Smiling except water and sky

sgv3dmax's picture
Posts: 133

Tried parallax occlusion mapping on gravel and it makes a big difference. Only thing is I have to put it in high config which makes my system a little slow. Here are the comparisons

First one is with Parallax Occlusion mapping on

 

 

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sgv3dmax's picture
Posts: 133

RaPtOr_v9600 wrote:

big, big difference, is noticed with parallax on, keep it on but maby turn it on later just for performance sake in editor 

Yup. That's the plan Smiling. next I m going to focus on the structures - Mine entrance, SciFi door and the main building exterior. Also will do some props to populate the place. For lights, I will need some sources like lamps, posts etc.

sgv3dmax's picture
Posts: 133

made emissive lights for mine entrance and sci-fi door. These are just for blocking-in artificial lights.

 

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sgv3dmax's picture
Posts: 133

Another update. Worked on the island rock a bit.

 

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sgv3dmax's picture
Posts: 133

Added the sci-fi door to the mountain on left. Now the door is a very rough one. I need to add details to it yet.

 

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sgv3dmax's picture
Posts: 133

Working on mine entrance. Updates:

 

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sgv3dmax's picture
Posts: 133

Modified the water area close to shore and made it into a swamp. I will be adding vegetation and other organic stuff to this area. The grass is just temporary from crysis.

 

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sgv3dmax's picture
Posts: 133

Thank you RaPtOr.  Sci-fi door is only a basic model now. Need to work on details. I m just blocking-in the mountain now. Also rotated the building a little bit to fit the orientation as per concept. Adjusted lighting a bit. Now it is 8.00 AM. Those beams around the mountain are actually un-earthly. Those provide a framework for the sci-fi architecture inside the mountain (just something I imagined ). Here are the updates:

 

 

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metalliandy's picture
Posts: 3188

Looking good! Promoted Laughing out loud

Nebularium's picture
Posts: 7

With current lighting setup I'd advise you to try out more yellow/orange lights for those lamps, because most of your scene is dominated by blue-ish tint, and those colors should balance it out.

But great work so far Laughing out loud

 

 

sgv3dmax's picture
Posts: 133

Nebularium wrote:

With current lighting setup I'd advise you to try out more yellow/orange lights for those lamps, because most of your scene is dominated by blue-ish tint, and those colors should balance it out.

But great work so far Laughing out loud

Thanks guys Smiling))))...Much appreciated Smiling

Yeah you are right. I am still changing lighting depending on the scene composition. Will look into light color contrasts....Thanks Smiling

sgv3dmax's picture
Posts: 133

Worked on the terrain a little. Added a small stream from mine to ocean. Also added an environment cube map to bring out some rim lighting on rocks and fine tune ambient lighting. Changed color of small lamps to orange-ish. The small lamps are temporary. You will see them change over time.

 

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sgv3dmax's picture
Posts: 133

Today only a small update. Modeled a little detail on dock. 

 

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sgv3dmax's picture
Posts: 133

Modeling in progress - Silo building. I think a concrete foundation should do good for the building. I can make it really cracked and mossy, and some exposed rebars Sticking out tongue

 

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sgv3dmax's picture
Posts: 133

Jasminess wrote:

wow, nice job. Is it related to rendering?

?? Can you make the question more clear?

sgv3dmax's picture
Posts: 133

View from underneath the generator room (silo) roof. This view is now unexpectedly beautiful. I did not expect it would turn out like this Smiling You can see some nice silhouettes 

 

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sgv3dmax's picture
Posts: 133

Extended the silo concrete base more towards left to cover up the extra land. I want to show some of the concrete structure.

 

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sgv3dmax's picture
Posts: 133

Ha ha ha yeah. Thanks buddy. From that shot I am getting some ideas for how the beams on mountains should look. Surprise!!!!

I have plans to make some interesting interactive elements in this level. One important element will be a switch to turn on the generator which will light-up other parts of the level. So the player will be able to witness it exactly from this view Smiling

sgv3dmax's picture
Posts: 133

LIttle bit of texture work on silo building

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sgv3dmax's picture
Posts: 133

Working on the sci-fi building. Still in progress. You can call this first pass.

 

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sgv3dmax's picture
Posts: 133

Some more work on the cylindrical tower

 

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sgv3dmax's picture
Posts: 133

Pipe from mine to silo generator room.

 

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JBaldwin's picture
Posts: 2162

This is really starting to come along nicely!

-Jeremy-

sgv3dmax's picture
Posts: 133

Thanks guys Smiling

Modeled hi-poly grass blades for rendering. I followed grass tutorial by 'the grim' in crydev.net, but skipped some steps where he uses object paint tool in max to distribute the grass blades, whereas I did it manually. Here is the link to his thread:

http://www.crydev.net/viewtopic.php?f=315&t=100319

 

 

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sgv3dmax's picture
Posts: 133

Added some grass to level.

 

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sgv3dmax's picture
Posts: 133

Worked on another type of grass. The first one was too low-poly. I will reduce the number of grass used in scene after making some more different foliage types.

 

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sgv3dmax's picture
Posts: 133

Yup.....Grass scale is off at the moment. I will correct it in my next pass.

sgv3dmax's picture
Posts: 133

Not much update this weekend. Worked on the rocks hi-poly a bit. What do you think?

 

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sgv3dmax's picture
Posts: 133

Rock - stage 2. Worked on the rock material a little. It is using a blend material, one detail normal map baked from hi-poly and a tiled normal map derived from diffuse. Also some modelling work on the sci-fi building

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sgv3dmax's picture
Posts: 133

This is my first attempt making rocks Smiling Very hard at first, but by practice you can make amazing rocks....keep rocking Smiling

Didjitalus's picture
Posts: 167

looks good, looking forward to see the end result

sgv3dmax's picture
Posts: 133

Working on the sci-fi mountain claws (heh heh heh...coool name i found for those thingies)

 

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sgv3dmax's picture
Posts: 133

I did some animation on the mountain claws. Here is the youtube link:

http://www.youtube.com/watch?v=TTSwDpRV3VI

 

 

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sgv3dmax's picture
Posts: 133

Today's work. Still lot of work left on this part of the mountain.

 

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sgv3dmax's picture
Posts: 133

More screen shots

 

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sgv3dmax's picture
Posts: 133

Worked on the island rocks and added some details. And added some distant trees on the island. Also sky was too blue in the previous update. So changed the sky to an overcast one. I plan to change the moving thingies to something more appealing to eyes, or remove them altogether in a future update.

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tippy1000's picture
Posts: 3

I love it as well. Your piping on the mine area could probably use some vines climbing up the rails, and don't forget about the water plants.

sgv3dmax's picture
Posts: 133

Oh yeah. There will be lot of vegetation including vines. 

sgv3dmax's picture
Posts: 133

Little work on lighting

 

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