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  3. The Vulture

Posts by The Vulture

  • The random model thread!

    • The Vulture
    • June 14, 2012 at 7:06 PM
    Quote from Rick_D

    man that lamppost is sweet

    :/

    Anyway... Here's a BF3 inspired Spawn Beacon I started a few days back. I have lots of details left and the design isn't exactly like DICE's.

    [Blocked Image: http://img191.imageshack.us/img191/4148/beacon1.jpg]

    [Blocked Image: http://img99.imageshack.us/img99/8837/beacon2.jpg]

  • Crytek to make free-to-play games only

    • The Vulture
    • June 10, 2012 at 6:56 PM

    Pretty disappointing news. I don't see the point if doing this apart from being free from publishers...

  • The random model thread!

    • The Vulture
    • June 2, 2012 at 10:29 AM
    Quote from Bunglo

    Throw some more colors on that thang to break up all the green.

    The reference is all green though... Except the rust and the other miscolored parts, which I already got in there. Not sure if more colors would make any sense.

  • The random model thread!

    • The Vulture
    • May 31, 2012 at 5:46 PM

    Texture update. Started on the top piece. Not quite sure if I like the rust. If anything I think it needs to be more subtle. Also threw a temporary spec on it.

    [Blocked Image: http://img406.imageshack.us/img406/402/trashbin3.jpg]

    knj: Interesting. I'll try that!

    EDIT: Copy/paste from CryDev:

    I'm gonna call this finished. Want to move on to something else. There's a lot more material tweaks to be done, and the green turned out too saturated and bright, but this will do for now. I don't have a gloss map so I might do that later... And the material really needs to be setup specifically for the scene it's in, because the environment map on trashbag itself looks really weird if there's no light around it. Whenever there's light, it looks fine, but if there's no light the env map shines really bad... And that makes no sense. :cheesy:

    C&C welcome as always. (:

    [Blocked Image: http://img109.imageshack.us/img109/5027/trashbin1.jpg]

    [Blocked Image: http://img819.imageshack.us/img819/402/trashbin3.jpg]

    [Blocked Image: http://img220.imageshack.us/img220/1929/trashbin2.jpg]

    Also rendered out a picture from Marmoset Toolbag. I just downloaded the trial version of the software so I'm haven't tried all that much yet. But everything seems pretty straightforward, certainly awesome to play around with.

    [Blocked Image: http://img442.imageshack.us/img442/8306/trashbin.jpg]

  • The random model thread!

    • The Vulture
    • May 30, 2012 at 11:02 PM

    It's when people post stuff like that I don't want to showcase my own work... >.> Looks awesome though.

    I made the holes on my trashbin bigger, as suggested. I have to figure out a way to fill the holes with black... My PS skills aren't really anything to brag of. Oh, and you can see the normal map on the actual trash bag doing its work now. I'm fairly happy with it actually.

    [Blocked Image: http://img233.imageshack.us/img233/1929/trashbin2.jpg]

  • The random model thread!

    • The Vulture
    • May 29, 2012 at 9:18 PM

    Yeah, I actually said on CryDev that I'm considering redoing the holes. It's a pain to have come so far and then realize that you want to change something. ^^

  • The random model thread!

    • The Vulture
    • May 29, 2012 at 7:26 PM

    I started working on a really beat-up trashbin that I saw here in Stockholm. As you can see, just textured the two middle parts so far.

    Some feedback would appreaciated. (: No spec yet.

    [Blocked Image: http://img402.imageshack.us/img402/5406/trashbinf.jpg]

  • The random model thread!

    • The Vulture
    • May 14, 2012 at 2:41 AM
    Quote from AtsEst

    First off are you using any reference? I think not: because concave shapes like that are very rare and generally rocks are not concave at all. Also I can still see the cube base mesh you started from. Rocks usuallyt have quite a few flat surfaces, That are eroded away by the weather. Look at nature and try to figure out how and why things end up looking like they do. Then try to replicate it. Start deforming the base mesh then scrape of parts and only when you have the overal shapes done move on to smaller details.

    Very good idea, I'll try that. Can't believe I didn't think of references myself... I still feel it's hard to get the desired look. Oh well.

    Quote from Minos

    Thanks for the link. I'm using Mudbox and Maya though...

    Images

    • ducks_and_drakes.webp
      • 25.58 kB
      • 840 × 525
  • The random model thread!

    • The Vulture
    • May 13, 2012 at 10:52 PM

    That's what I've been looking at... Maybe I just suck.

  • The random model thread!

    • The Vulture
    • May 13, 2012 at 10:19 PM

    Hey, guys! Need some pointers... Trying to make a rock model in Mudbox but I'm never really happy with the result. Can someone point me in the right direction for creating them? In terms of brushes, settings etc. Thanks! Here's what I got so far.

    [Blocked Image: http://img842.imageshack.us/img842/9753/rocke.jpg]

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • March 19, 2012 at 4:50 PM

    Thanks for the feedback guys. Here's an overview of the area, with vegetation turned off. Some brushes aren't showing because of their view distance.

    [Blocked Image: http://img717.imageshack.us/img717/5199/domesite.jpg]

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • March 19, 2012 at 12:28 PM

    I always get that crit. Is that the goal of every pic you take of a map? Making that area I had two paths in mind: The trenches or by the sandbags, both to provide a good amount of cover, but walking by the sandbags you can return fire easier but obviously more in the open to enemy fire. Area of interest should be the huge dome in the back... I don't really understand your drawing either. I try to design the map like Crytek designed Crysis, not trying to make a CoD level. Also it kinda feels like Devs are trying to hold the player's hand all throughout the game nowadays. Is it so bad with a moment of actual thinking on your own - "Hm, where am I supposed to go now?"

    [Blocked Image: http://img88.imageshack.us/img88/2453/42034804.jpg]

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • March 17, 2012 at 10:19 PM

    A screencap of my Crysis 1 map. Some feedback would be highly appreciated. (:

    [Blocked Image: http://img829.imageshack.us/img829/5428/00370b.jpg]

  • [CE3] Beach Bar Environment

    • The Vulture
    • February 14, 2012 at 2:08 PM
    Quote

    ":2r9evjzp]Also, to remove the stats, just put in the console r_displayinfo 0 (3 to put it back).

    What's the difference between using 3 and 1? I always use 1 to get the displayinfo back, never used 3.

    Looking very nice, btw! Looking forward to seeing the final result.

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 11, 2012 at 11:19 AM
    Quote from PaulH

    Levels looking nice, is it an extension of your harbour map? I'd mix up the ground vegetation a bit on the 2nd shot also for variation

    Thanks. Actually it is my harbor map. It's a 4096x4096 heightmap, so it's pretty big. Trying to fit a fair amount of different environments in there for variation.

    Thanks for the crit, I'll see what I can do! What kind of vegetation do you think would fit? (:

    EDIT: New screenshot.

    [Blocked Image: http://img818.imageshack.us/img818/6928/00369.jpg]

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 10, 2012 at 1:01 PM

    I think the vegetation might not behave as they do in CE2 (because of missing shaders etc), but visually they can definitely look the same. All C1 textures are available so it's not a problem generating them to work in CE3. You do however need to rework the materials in the engine because otherwise it'll look really washed out and pale.

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  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 10, 2012 at 11:46 AM
    Quote from PaulH

    Thanks, am using it for the vegetation, there's not so much for C2

    Yeah, I secretly like CE2 more than 3, more vegetation is just one reason out of several. But I really need to get something done in CE3 as well. [Blocked Image: http://www.gamereactor.se/lay/smil/doh.gif] But if you want to use C1 vegetation in CE3 you can pretty easily import it.

    Feels like I need to contribute a little... Here's a few shots of my level I've been working on.

    [Blocked Image: http://img220.imageshack.us/img220/8733/00025a.jpg]

    [Blocked Image: http://img196.imageshack.us/img196/850/00038py.jpg]

    [Blocked Image: http://img545.imageshack.us/img545/9574/00036t.jpg]

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 10, 2012 at 9:47 AM

    Nice stuff! How come you're using CE2 though? Figured you'd be using CE3 if you work at Crytek.

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 6, 2012 at 11:25 AM

    That's interesting, thanks HP. The latter sounds just like the job I can imagine myself having, assuming I get a job at Crytek one day.

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 6, 2012 at 10:44 AM

    Pretty weird how they aren't really defined that well in the industry, how do people know if the job they're applying for is the one that suits them the best (if each role is different everywhere)? And more specifically, how to define yourself?

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