Played this at lunch today. It seems very hectic, but a lot of fun! Can't wait to try it again.
Posts by PogoP
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Oh yeah absolutely, I love the feeling you get when you've just gone for a nice long run or whatever. I'm just a lazy bastard.

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I'm a little porker now, Thrik. My sedentary lifestyle has affected my waistband in a bad way!
To be fair though, I just make sure I eat well, and I'm losing a bit of weight. I've never really got much enjoyment from exercise haha.
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This thread is fucking hilarious.
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Great episode! Can't wait to see more

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I hope Mapcore doesn't turn into one of those bodybuilding forums where everyone just chats shit about random stuff and about how manly/fit they are.
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I did some gardening yesterday and my legs are killing. FUCK MY LIFE
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Could probably use some sort of vert colour tint/mask for the cars instead of having 4 unique diffuse just to change the colour! Good work though

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The game is incredible. Our very own Pomperi here (Pontus, my old mate from Frontier) was one of the artists on it.. It looks absolutely stunning. The gameplay is really unique too, I really enjoyed it.
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Hahahah fucking owned!
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Quote from MinosDisplay More
I don't know what's your goal with this scene, so if you are doing it as an study or just for fun ignore my post. If this is going to be a portfolio piece, read on.
* First of all, the scene is very generic and boring, it has no elements that make it memorable. One way to improve this is to actually define what the theme is. "Creepy hallway" is very generic, you need something a bit more specific such as abandoned hotel, haunted victorian mansion, etc... the more specific the more memorable your piece is going to be. If you can come up with a little story then it's even better.
* The scene doesn't look like a "game environment", there's nothing in it it that makes me think it could be in a game other than the engine it's being rendered. Maybe you could add some other rooms/areas to make it more interesting? Maybe a few cover pieces? Try to add elements that show you are a game developer and not just a 3d artist.
* I know the scene is still very early but the lighting is super flat. As of now, the exterior light source is pretty much your main point of interest, so I'd suggest adding point lights to fake some volume. Make the interior look like it's being flooded by the exterior light. A good reference for interesting hallways is the RE6 demo, try it out if you haven't already. Oh and Last of Us has some cool interior lighting too.
* Ambient is very dark, I can barely see your texture work/geometry.
* Some height variation would be cool even if it's just a few stairs or different ceiling heights.
Hope that helps

Cheers for the feedback man. Pretty much all those points are on my list of things to do, I was just setting up the scene with a few simple pieces first to get to grips with Cryengine. I plan on adding a stairwell area, and modelling the interior of one of the apartments.
Here's a WIP from the weekend. Just been messing with the ambience. Still have a lot of work to do on the floor/ceiling, and of course props and stuff, but I want to start blocking out the stairwell/room area next. I'm also planning on doing some audio work for this scene too; I want to practice some non-3d stuff too!
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_02a.jpg]
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Hey guys,
I'm trying to get some custom sounds into a scene I'm working on, using Fmod Designer. I have followed the steps in a few different tutorials and I'm sure I'm doing everything correctly, but when I try to preview the ambientvolume in the SDK, they don't play. Also my spread parameters etc do not show in the preview window.
However, the default Cryengine SDK ambientvolumes work absolutely fine.
Anybody got any ideas why they wouldn't play? Both mp3s and wav files do not play.
Thanks!
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I think a sunset setting could be really nice. You could get some really nice colours in the skybox! Here are a few ideas:
[Blocked Image: http://farm7.staticflickr.com/6023/6017456994_37e045479f_b.jpg]
[Blocked Image: http://farm4.staticflickr.com/3578/3319280791_b381d1da96_b.jpg]
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Haha nice. I keep trying to get back into Skyrim but the magic has gone for me. I played it waaaay too much when it first came out, and began to see its flaws a lot more. I really think that Morrowind was the best Elder Scrolls game, but it's so hard to take off those rose-tinted nostalgia glasses..
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Yeah I don't really get how that thing has broken up the floor. Fair enough having a focal piece but I don't think this really makes sense. Maybe if there was a crane overhead and it fell from the crane as it was being transported, and smashed all the ground up? Still though that is rather a lot of debris and rubble.
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Nice one man! I meant to say good job too, btw

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Maybe make the shadows a little more readable too, perhaps some kind of darkish blue instead of the grey colour you have now. Are these your assets or UDK ones?
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Thanks guys! All great ideas, I'll work on them

Need to get a lot more modelling and texture work done, but it's always tricky trying to find the balance between doing ambient work and modelling!
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So I've been tinkering with the scene a little more and I've decided to go a bit more creepy with it, and changed it to night lighting. Still just roughing out ideas, I need to start a topic! Also, I really need to sort out my monitors. One of my monitors has a lot more contrast and saturation, I'm not sure which is the correct one now..
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_01a.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_01b.jpg]