Off The Coast - Cryengine 3

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sgv3dmax's picture
Posts: 133

Some modeling and texture update on the rail.

 

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JBaldwin's picture
Posts: 2162

Making some good headway Smiling

Keep it up!

-Jeremy-

sgv3dmax's picture
Posts: 133

I decided to change the silo building into something less metallic like a shed with brick walls. It is just first pass for now. What do you think? The tree is from SDK Smiling. It will be replaced by a custom tree. I just want to see how it would look with some vegetation. Bricks go well with some green.

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sgv3dmax's picture
Posts: 133

Adjusted the scale of the shed and rail. Both were too big. Not much update for tonight on anything else. Just organized the scene and added volume fog to shed area. Next I will start phase 2 on this level. It will mostly be tweaking the models and preparing some decent textures.

 

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sgv3dmax's picture
Posts: 133

Target scope of second pass:

- Detailed modelling on all current assets

- Props to populate the scene

- Detailed textures on all assets including NMs and SMs

- Foliage and vegetation

- Adjust lighting based on new textures/models

- Add interactive gameplay elements like switches etc

sgv3dmax's picture
Posts: 133

Yup. A cart is in the list Smiling

These are the stuff I have in mind:

PROPS: Cart for mine, barrels, old metal objects used in the mine scattered over the area, Metal rail stack, an oil fuel tank, some tools, old chairs (one broken), old coffee table, playing cards, old beer bottles and cups

DECALS and JUNK: 3 types of junk and 3 types of dirt decals

FOLIAGE: 2 types of trees, 2 types grass, one mixed weed, one short grass for ground cover, Ivy and Firns

sgv3dmax's picture
Posts: 133

Worked on silo roof a little bit. It is using one 1024 texture atlas with 4 types of roof textures. Also added some grass. I manually placed them for better control.

 

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sgv3dmax's picture
Posts: 133

RaPtOr_v9600 wrote:

any update bud ?

Sorry about it buddy. Crydev server is down and I am not able to open my scene in the engine. They fixed the login issue, but editor crashes when people try to open their files. I have backup, but will need some hectic work to get back the original stuff. So waiting till this gets fixed. Keeping my fingers crossed. I will post some updates on the props im working on. Will use marmoset or something Smiling

sgv3dmax's picture
Posts: 133

Sure. I will complete this thing whatsoever. Editor opens without any issues and the Forest level (shipped with free SDK) also works but problem is with the files saved just before their servers got hacked. Cryengine levels work with a log-in and some authentication gets saved in their servers every time we save files locally. That is the biggest problem. Hope this gets fixed fast Sticking out tongue

JBaldwin's picture
Posts: 2162

Yea, that is one thing I don't like about their system. And another reason why I use Unreal Sticking out tongue
Cryengine might have some ups but it also has it's big downs too.

-Jeremy- 

JBaldwin's picture
Posts: 2162

Hm... their road system is really cool Sticking out tongue So is their terrain. 
Although I actually hate their water. I mean, don't get me wrong it is beautiful and an engineering feat. But it looks almost the same. It is pre-built with specific limitations which narrows the scope for creativity. Every time I see water from the cryengine, regardless of the project, it is immediately recognizable. 

I hope it gets back up and running as well. I would love to see more progress on this Smiling

-Jeremy-

Nhoefer146's picture
Posts: 18

Awesome stuff! As an aspiring environment artist, it is great seeing this step-by-step work in progress!

sgv3dmax's picture
Posts: 133

I am making a complete overhaul of this map in new Cryengine SDK update. A lot of new interesting features have been added to the engine. This is version 3.5.3. Be patient and you will see some updates soon. Having a cup of coffee now Smiling and doing some stuff in engine......................Sticking out tongue

sgv3dmax's picture
Posts: 133

I am back!!!!! Smiling

It has been a long time after the engine update. I had to re-create the scene from scratch and finally managed to match it to some extent with the old version. I updated the rock texture, next will be going into detailed sculpts to bring out those sharp details. Also lot of work to be done on 2nd pass.

 

 
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JBaldwin's picture
Posts: 2162

Looking sweet!
Sorry to hear you had to recreate it though Sad That must have been discouraging. However... You pulled through and are back on track! Can't wait to see this thing come to fruition Laughing out loud

Make sure to BACK UP YOUR FILES!

-Jeremy- 

sgv3dmax's picture
Posts: 133

Yeah. Crytek updated the free SDK couple of weeks back. The new version is pretty sweet with some nice features. I tried importing my scene into the new version, but got so many errors that i decided to re-create it. Was bit hard for an exact match, but got a chance to clean up a lot of stuff Smiling also this gives me more room to try out some new variations Smiling

sgv3dmax's picture
Posts: 133

Added some rocks along the coastline. This mine is very dangerous and emits toxic materials. The liquid flowing out from it is very hazardous Sticking out tongue

 

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JBaldwin's picture
Posts: 2162

Some sweet headway being made on this Laughing out loud

-Jeremy-

sgv3dmax's picture
Posts: 133

working on foliage

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JBaldwin's picture
Posts: 2162

Cool!

-Jeremy-

sgv3dmax's picture
Posts: 133

RaPtOr_v9600 wrote:

where is update bud Smiling ? dont tell me that cryengine crashed again

Ha ha ha nope. Cry engine is running well. Here are some updates. I am going pretty slow now. Got pretty busy at work Sticking out tongue

Worked on the firn leaf texture. Added a spec and normal map. Now it reacts to light better. Will be adding color variations to the leaves next. Also modified the rail. It was pretty huge in the earlier version.

 

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sgv3dmax's picture
Posts: 133

Modelled the mine trolley. Texture is just temporary - used one from pipe

 

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JBaldwin's picture
Posts: 2162

Cool update! I am liking those lights Laughing out loud

-Jeremy-

sgv3dmax's picture
Posts: 133

Here is a gameplay video. Pls watch in HD

http://youtu.be/m9Y1a2XMiwM

JBaldwin's picture
Posts: 2162

Nice! Thanks for sharing the video Laughing out loud It is coming along great!

-Jeremy-

sgv3dmax's picture
Posts: 133

Thanks bud. Yup I have plans to make it night scene and rain too, since Cry engine has an amazing effect when you add rain, all specularity in affected areas change dynamically.

sgv3dmax's picture
Posts: 133

Mine trolley in place

 

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your0wnskills's picture
Posts: 158

for the tower, I hope you take what you have and break it down into pieces and make great detailed models.

sgv3dmax's picture
Posts: 133

In order to get some interesting gameplay elements i was looking at some mine references and came up with this idea. So I ended up extending the mine a little bit into the mountain and plan to add a generator switch kind of control room. Not anything too large or complex Smiling When the player turns on the switch, it will activate the sci-fi door on the foot of big mountain. These screen shots show how the player will see the entry into mine and also while looking out from inside. The small room inside the mine is where the generator switch will be. I still have to come up with some idea for the switch room.

 

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JBaldwin's picture
Posts: 2162

Nice update Laughing out loud
I would try and break up the corners a bit more though, some of them seem too straight.

-Jeremy-

sgv3dmax's picture
Posts: 133

here is an update. Worked on the corners a bit. Last one was just a basic block-out. I have also attached the screen cap from max. So you can see where the cuts are made Smiling

 

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JBaldwin's picture
Posts: 2162

Those vertical corners are looking a lot better Laughing out loud

-Jeremy- 

sgv3dmax's picture
Posts: 133

Thanks guys. Yeah, I will be adding metal supports to the walls. The walls are carved out of rocky mountain, so it won't be sensible to use wooden supports. I was originally thinking of using wooden beams and concrete walls. This is somewhat the direction I am going.

 

http://www.flickr.com/photos/pinkf314/4037050764/sizes/o/in/photostream/

 

 

My metal beams will not be that rusty, but somewhat close to the design. And this one has some nice hanging metal props which I could use.

 

http://www.flickr.com/photos/pinkf314/4037048982/sizes/o/in/photostream/

sgv3dmax's picture
Posts: 133

Here is a video update

http://youtu.be/7PiUzpMzO-A

sgv3dmax's picture
Posts: 133

RaPtOr_v9600 wrote:

any update bud, i hope you are working on this Smiling

Hey sorry for not posting any updates lately. Got very busy at work Sad

While being pretty busy at work, i am mentally planning out some interior designs for the sci-fi environments. Will post some concepts soon. Keep watching the thread Smiling

sgv3dmax's picture
Posts: 133

I am back. Had to take a break since I had a baby and got very busy doing parental stuff. Ok so I decided to learn Unreal engine 4 and truncated all the cryengine stuff. Also I want to do it all manually plus there are some design updates. This will be very slow progress since I am spending only 1 Hr every day. But anyways bear with me and give feedback...Smiling

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Maarco's picture
Posts: 43

Man this is looking gorgeous ! looking foward to how bad-ass it will be at the end on ue4, and congrats on begin a father Laughing out loud i've recently had the pleasure to become an uncle and its ammazing Laughing out loud wish you well !

sgv3dmax's picture
Posts: 133

Another update. Working on some foliage atm. I will be making a library of different foliage groups so that I can use them at a later stage of development. This grass is only a terrain painting test.

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sgv3dmax's picture
Posts: 133

RaPtOr_v9600 wrote:

im happy to see that you are working on this Smiling

Oh yeah, I can't leave it in the graveyard Sticking out tongue

btw I have another update. This time worked on terrain using Worldmachine and generated a height map. Did not plan the right spot in it, but found something that might suit my scene.

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sgv3dmax's picture
Posts: 133

Worked on terrain and mine textures. Modified the grass and foliage. The rail section from mine needed some work. So added a joint to it and placed two trolleys.

 

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sgv3dmax's picture
Posts: 133

Worked on the interior of mine. I plan to make the interior into a small room with some machinery. The roof will have a vent and rotating fan. The mine is now modular pieces. Floor is a second piece of terrain. Work is in progress and I plan to work a little bit more on the interior before moving on to the giant building.

 

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sgv3dmax's picture
Posts: 133

Added a fence support to the mine walls. I was thinking about how to approach the hole in the inner cell roof. I want natural light inside it. So decided to make a large hole in it and make some concrete rubble on the floor. This is very much WIP.

 

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sgv3dmax's picture
Posts: 133

The background terrain needed some work and I painted some tiling rocks and grass on landscape that is close to playable area. Also painted some random trees that are just 2 tris alpha cards. The water sample that came with the 2014 Features tour is pretty good and I migrated it to my level. Had to do a lot of tweaks on the wave length, amplitude and colors to match my style. Will be tweaking it down the road while the map gets updated. Also moved the island little bit away from shore line since the player will have a better view to admire the building from close. Here are some screen shots.

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sgv3dmax's picture
Posts: 133

RaPtOr_v9600 wrote:

ok just noticed that you switched to Unreal 4 engine :) 

Yes. I switched because of so many reasons. The number one being the tech used behind the engines. I love Cryengine and the scope it has to offer. But some stuff takes me off the shelf like not being able to do hands-on stuff purely manual like bringing in a custom-made sky dome, flexibility of material network etc. I can create any kind of material node network in UE4 that I can imagine. It is beyond any limits of material editors where you are only able to add stuff through the already provided pre-made buttons. 

sgv3dmax's picture
Posts: 133

I moved the wall on left-hand-side of mine inwards to reduce the playable area which gives me better control on the scene composition. Learned vertex painting using the red and green channel on rocks. Red is used for blending the base rock texture with a mud and green is used for moss that covers the bottom. I am using a grey scale mask texture for blending. Here you can see the difference before and after vertex painting one of the rocks. You can also paint wetness using the blue channel which I will try on the mine interior chamber floor where I will need lot of water puddles and wetness.

 

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sgv3dmax's picture
Posts: 133

Update on the building and added particles for the large disc and tower

 

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sgv3dmax's picture
Posts: 133

Texturing the building in progress. The catwalk was ending abruptly into the cliff on left. So I added a lighthouse base and a cap for the cat walk. Now it looks like the catwalk has some connection with rest of the map. If I get time, I will make a metal stairway that goes upto the platform. 

 

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sgv3dmax's picture
Posts: 133

Feels like this thread is going for ever in eat 3d. I am thinking of closing-of this project pretty soon. No point in working on for ever...so I see light end of the tunnel Smiling

Next steps: Need to tweak the Diffuse and NM on many textures. This scene is 95% tileables. Only unique textures are for the rocks and foliage. I will be adding 2 types of debris using mesh - metal debris and garbage. Also have plans to add a space-station like object high above the tall tower. This will be just an alpha card with smooth opacity. Plus paint some close-to-ground foliage.

Here are some screens.

 

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JBaldwin's picture
Posts: 2162

Great progress Smiling
It has definitely come a long way!

-Jeremy- 

sgv3dmax's picture
Posts: 133

Reviving this near-dead project. Giving it a last push to try and finish. I significantly reduced the scope by cutting down on the gameplay area in front of mine. Also updated Post-process with color grading. What do you guys think?

 

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