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[CE3] Beach Bar Environment

  • PogoP
  • February 13, 2012 at 8:14 PM
  • PogoP
    • March 14, 2012 at 11:11 AM
    • #61

    Nice one HP! Great tips, I will play around later on.

    Couple of things:

    -Whats the command to change FOV in editor?

    -How do you normally go about taking nice screenshots in the editor? I know you briefly spoke about it earlier in this thread, but r_Getscreenshot is so blurry, and the more experimental one just didn't work at all.

  • -HP-
    • March 14, 2012 at 11:23 AM
    • #62

    You can do it in the editor preferences, (Tools -> Preferences -> Viewport -> General) but I would just put a camera on there, and tweak the camera values, cameras render the scene better I think. (don't ask)

    You can switch between the camera and the perspective viewport, by right clicking on the "perspective" text on the top left and select your camera.

    As for screenshots, you can try e_Screenshot 1 but It's buggy as hell, I would hide all the editor's tool bars, console, etc, to increase the viewport render space and just take a screenshot of the viewport. (Hopefully you got a high res monitor +1920)

    Make sure you're using the highest MSAA settings possible, double click in the console input field, and search for "msaa" and tweak those values a bit, crank them up, then bring the shot into PS and resize down it slightly (1680x*** or something) to get rid of some of the Aliasing. (Don't forget to use Bicubic Sharper (best for reduction) profile)

  • PogoP
    • March 14, 2012 at 11:34 AM
    • #63

    Nice one dude, really appreciate all the tips you've given. You're a Cryengine guru!

  • -HP-
    • March 14, 2012 at 11:00 PM
    • #64

    Did a few tests here at home, I recomend you create a file called user.cfg and put it in the root of the build (next to the system.cfg) and add the following commands:

    Code
    r_HDRRendering 3
    
    
    r_postMSAA 2
    
    
    r_PostMSAAEdgeFilterNV 2
    
    
    r_PostMSAAInEditingMode 1
    
    
    r_PostMSAAMode 2
    Display More

    r_HDRRendering 3 is actually very important, it's needed because they implemented the new tonemapper in the renderer, but forgot to set that command to 3, it's still default to the old value, which is 2; which results in a really dark and contrasty image. (I'm assuming your using the most recent build, v3_3_9_3410)

  • PogoP
    • March 14, 2012 at 11:57 PM
    • #65

    Helder, those settings have just made Cryengine 10x better. Holy shit, nice find dude. The tonemapper really threw off everything I had done tonight, but I tweaked the ToD settings quite a lot and got it under control again.

    Here's another screenshot with a few tweaks, tried to make it more like the concept art and did most of the things you suggested on the previous page, and did some things that some others have said on PC etc. I'm only worried that there isn't enough contrast now

    [Blocked Image: http://dl.dropbox.com/u/7557268/Beach/Screens/beach_ss_11a.jpg]

  • -HP-
    • March 15, 2012 at 12:02 AM
    • #66

    Nah, its spot on, definitely getting there man, and don't worry, you can always fine tweak it later in PS! (No one needs to know!)

    Btw dude, if you want, you can give it some vertex colors love. Like in the intersection where the walls and the roof meet are darker due to ambient occlusion (you can see it really well in the concept) you can mimic this effect easily with a nice vertex color gradient, we did that a lot in C2.

  • Pampers
    • March 15, 2012 at 1:22 AM
    • #67

    shaping up real nice

  • Thrik
    • March 15, 2012 at 1:29 AM
    • #68

    Looking really nice.

    I agree with HP though it might be worth doing some minor touch-up in Photoshop rather than fighting with lighting for the rest of your life, all the pros do it. I did a quick draft of what your results could be like with enough time and love:

    [attachment=0]paradise_inn.jpg[/attachment]

  • dux
    • March 15, 2012 at 1:36 AM
    • #69

    Ah I see thrik has taken the gears of war approach

    Really good stuff so far pogo. I also agree with HP's paintover thingy.

  • Grinwhrl
    • March 15, 2012 at 1:50 AM
    • #70

    Looks fucking awesome Pogo!

    Images

    • paradise_inn.webp
      • 185.19 kB
      • 1,400 × 696
  • Minos
    • March 15, 2012 at 3:30 AM
    • #71

    Looks real cool indeed! You know what bothers me? The sea. There's no transition from sand to water, it feels very artificial. It needs a nice gradient, just like this:

    [Blocked Image: http://i.imgur.com/i9FLj.jpg]

  • macattackk
    • March 15, 2012 at 7:26 AM
    • #72

    looks really crisp! maybe you could add a thing or two on the dock to add interest to that part of the scene

  • Jenn0_Bing
    • March 15, 2012 at 9:02 AM
    • #73

    Wow, the changes to that latest image are amazing, massive improvement.

  • RedYager
    • March 15, 2012 at 11:21 AM
    • #74

    Dude that's looking great

  • KoKo5oVaR
    • March 15, 2012 at 12:12 PM
    • #75

    Much Much better dude ! this is looking rad !!! i agree with mino on the sea !

  • knj
    • March 15, 2012 at 12:16 PM
    • #76

    Looking sweet dude, i'm dreaming on going to that bar right now, and get wasted

  • LATTEH
    • March 15, 2012 at 2:41 PM
    • #77

    loving it so far... you make me check everytime someone posts

  • AtsEst
    • March 15, 2012 at 2:49 PM
    • #78

    Looking super awesome!

    Minos made a good point about the sea.

    I also have found it to be beneficial to tweak a screen in ps and when that is done, it is quite easy to bring those back to Cryengine as well, as you know the exact end result you are looking for.

  • JeanPaul
    • March 20, 2012 at 3:23 AM
    • #79

    Eh eh eh eh? (gave it some minor PS work)

    [Blocked Image: http://i.imgur.com/R3YdI.jpg]

  • -HP-
    • March 20, 2012 at 9:44 AM
    • #80

    Is this a troll attempt? You simply increased the contrast and saturation.

    If so, hah, funny.

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