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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ElectroSheep
    • August 23, 2011 at 10:25 PM
    • #8,741

    terminator, I'm not a fan of your architecture and all your details, I think you could make some better stuff on this way.

    BUT, I really like the colors you use and your lighting, soft and cool

  • TermInator525
    • August 23, 2011 at 11:06 PM
    • #8,742

    so, what would you change?

  • ElectroSheep
    • August 24, 2011 at 12:11 AM
    • #8,743

    it's just my opinion but :

    - Mhhh firstly, the wood support on the second screen, looks a bit outdated.

    - We can easily see that windows are always illuminated in the same way (yes sometime mirrored but )

    - The big white building makes an odd contrast with all other old classic building

    - Buildings are flat, some variation on their silouhette could be cool (ac system and antena on roof, beam and stairs on the sides

    - Add a Batman lamp §

    I hope i'm clear enough :embarrassed:

  • TermInator525
    • August 24, 2011 at 1:58 AM
    • #8,744

    it is

    well, except for the white building and the batman lightspot (but somehow i like the idea ), i did what you said. (before i read your post )

    I need another 20min to compile the map but i'll show you the result.

  • TermInator525
    • August 25, 2011 at 3:57 AM
    • #8,745

    [Blocked Image: http://cloud.steampowered.com/ugc/577806319585654597/03D13173B849699DAD72D90005CE2F294AE5BFA6/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577806319585580967/D636AF6BCCB6CE36F872E779EDD0A9AB2D75A2A6/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577806319585582014/692EE155F2F196F6C1C1ADC841A23ADE8EA9C4ED/]

  • knj
    • August 25, 2011 at 8:12 AM
    • #8,746

    Are you sure you did set up the scale right ? looking at those electrical slops and trees,there is some issue with the scale IMO, and as before lights in windows are the same, looks unrealistic.

    Some houses are next to each other, with the same face, facing player, try to rotate'em to give it some variations

  • TermInator525
    • August 25, 2011 at 1:36 PM
    • #8,747

    ignore the background, i didn't do anything behind the second row.

  • Chrjs
    • August 25, 2011 at 9:12 PM
    • #8,748

    Two pictures of my newest Crysis Mod.

    [Blocked Image: http://www.abload.de/img/wreckage_344qiw.jpg]

    [Blocked Image: http://www.abload.de/img/wreckage_18oq3d.jpg]

  • Serenius
    • August 25, 2011 at 11:02 PM
    • #8,749
    Quote from Chrjs

    Two pictures of my newest Crysis Mod. [Blocked Image: http://www.abload.de/img/wreckage_344qiw.jpg]

  • knj
    • August 26, 2011 at 1:01 AM
    • #8,750

    [Blocked Image: http://knj-environment.com/img_test/castle.jpg]

    [Blocked Image: http://knj-environment.com/img_test/castle2.jpg]

    some castle improvements, at first the castle was to be a background object, but it turn out as something much bigger, i've tried to break the sillouethe from rectangular to something more interesting

  • 2d-chris
    • August 26, 2011 at 9:11 AM
    • #8,751

    Much better, my advise is to get the background (surrounds) in as soon as you can to check scale and what not

    This is the first thing that came to my head, would make more sense as an overall scene.

    [Blocked Image: http://img197.imageshack.us/img197/4930/castle12.jpg]

    Uploaded with ImageShack.us

  • kanine01
    • August 28, 2011 at 2:25 AM
    • #8,752

    [Blocked Image: http://cloud.steampowered.com/ugc/560917821041666708/C91BF2B89ACB32FA2D3068E28DFA76C4E534174E/]

    [Blocked Image: http://cloud.steampowered.com/ugc/560917821041669671/2F694F20D90E443C53183206F69F6EBF1E2DF4F9/]

    [Blocked Image: http://cloud.steampowered.com/ugc/560917821041669069/152256E954873758DECEFDB7E2F8BFC73249ED44/]

    [Blocked Image: http://cloud.steampowered.com/ugc/560917821041670203/F661E7C3AE7A00BD482ACDB00DA17C14838E5474/]

    [Blocked Image: http://cloud.steampowered.com/ugc/560917821041667665/393D8701505180AE6E4D26E541FD0090E348AD37/]

    [Blocked Image: http://cloud.steampowered.com/ugc/560917821041667195/5DECF80FF4916CB7BE1ADF491532C7D9858D36E9/]

    [Blocked Image: http://cloud.steampowered.com/ugc/560917821041668587/635B2E1F9C9132298522F3CC58D6CABD1943922D/]

    [Blocked Image: http://cloud.steampowered.com/ugc/560917821041668138/54F184A010F91E9D88312458EDF8964E022F1A56/]

    I still need to work hard on the interiors, 3d skybox, and lighting. Also the size of the buildings and the terrain. So pretty much everything.

  • TermInator525
    • August 28, 2011 at 5:47 AM
    • #8,753

    yes you should. why do you use a sun with an -90deg angle? No long shadows or at least shadows at all. Maybe a small angle would be good to give everything a more interesting look. Besides you should try to use more displacement geometry outside the "camp" and with more variation, it looks kinda odd to me if the camp is inside everything.

    Maybe you can use a third displacement texture as well to vary the ground a bit more.

    Here is my work (again), i hope you guys are now a bit more pleased with the background. I sill need to work with the random window lighting, but i think the way is right. Especially if you don't forget that only the roof of these 3 buildings are the playground for the big kids. Everything else is only there to look good.

    [Blocked Image: http://cloud.steampowered.com/ugc/577806319637194367/207D89078C20BC80D0F97036E5389ABB1EC3F7AF/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577806319637194916/62D00117307DC8C47CA975A8914C64FFA1774649/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577806319637195378/0913601FBE113806B49CB79B1D07AE112501FE43/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577806319637195874/47CC4873138E6D177AB65ECC7A9FE18679C23539/]

  • Froyok
    • August 28, 2011 at 1:29 PM
    • #8,754

    Well, you have a little texture alignment wrong here :

    [Blocked Image: http://uppix.net/0/6/e/2a8b85eb59ce64614cc20dd9617d0.jpg]

  • Warby
    • August 28, 2011 at 2:18 PM
    • #8,755

    not to big a fan of those huge roof tiles on that roof trim either:

    [Blocked Image: http://cloud.steampowered.com/ugc/577806319637195874/47CC4873138E6D177AB65ECC7A9FE18679C23539/]

  • AtsEst
    • August 28, 2011 at 9:14 PM
    • #8,756

    This is an AI navved slow motion version of Dead Spawn:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Originally I planned just to do a fly through, then a slow motion one then started messing with AI and ended up with this thing.

    I couldn't for the life of me get rid of the choppyness, it is rendered in After Effects :S, original footage rendered in Avidemux looks quite a bit smoother.

  • sarge mat
    • August 28, 2011 at 9:43 PM
    • #8,757

    Really cool, very nice work. One of the more interesting things done with the Cryengine 3 so far.

  • 2d-chris
    • August 29, 2011 at 1:02 AM
    • #8,758

    slowmo for the win, super kewl~

  • knj
    • August 29, 2011 at 4:39 PM
    • #8,759

    [Blocked Image: http://knj-environment.com/img_test/cry_1.5.jpg]

    [Blocked Image: http://knj-environment.com/img_test/cry_1.4.jpg]

    [Blocked Image: http://knj-environment.com/img_test/cry_1.3.jpg]

    for now, i need to call this map finished, still would like to add somethings, like fog ect,

    BTW how can i get rid of top right infos? to take a clean screenshot, i was trying to find it in view/display but no luck

  • Steppenwolf
    • August 29, 2011 at 5:27 PM
    • #8,760

    r_DisplayInfo=0 in the console

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