Maybe they just have 3D artists for assets and level artists/designers for their levels?
Posts by The Vulture
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Quote from Vilham
Vulture, the role your thinking of is generally called Environment Artist.
Sure, I've started doing 3D lately but it's not what I'm currently good at or what I want to work with. I mainly want to work with level beautification, which is what Level Artists do at Crytek Frankfurt as far as I know. I've been following HP's work and I think doing what he does would fit me perfectly. Searching for him on Google results in: "Helder Pinto | Level Artist Portfolio".
@ PaulH: Cool! And thanks, best of luck to you too. (:
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Aha, thanks for clarifying. Crytek is an awesome company and I hope to work for them in a couple of years as a level artist.
When did you get your job?
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They don't? Because I've seen job openings at the Frankfurt studio where they did split the jobs into Level Design and Level Art. Or what do you mean?
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PaulH - What exactly are you doing at Crytek? Designer, as in Level Design? Level Art?
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An attempt at recreating a scene from Avatar. I know the textures aren't the same but the scene setup is pretty similar.
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Quote from AtsEst
Not too shabby, but some thoughts that came into my head:The bump maps are generally too big, and strong, especially noticable on the walls. Almost the same on the floor and a bit on the ceiling.
Also the floor would really benefit from a specular map.
Some more glow to the light sources, at first I didn't realise where the light was goming from(also I see shadows under them). Lightig would do with a bit of tinkering.
Do the plants have pots?
Less specular on the rug(also is there an intended crease in the foreground? If so then good thinking, would like to seee it spread across the scene, but i guess it comes down to the lack of time ).
- I agree, the bump maps turned out too strong, but it had to do. Took 3-4 hours to render and the assignment was due this morning.
- The floor does have a spec map, but generally wood doesn't show that much specular highlights in such a poorly lit room. But yeah you are right, some more specularity would look nice.
- I absolutely agree on this one, it's solely down to my lack of skill. I struggled at lot with getting the right glow off the lamps but ended up failing.
- The plants do not have pots lol, just a lack of time thing.
- Yeah it's an intended crease. I did have several but for some reason they screwed up the textures so I removed them and just used one. Probably could've solved it if I put some more time into it.
Thanks you so much for great feedback man!

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Here's a 3 day panic job I did for an assignment in school. We had to come up with a motive ourselves, and I couldn't think of anything until 3 days ago, so I had to rush it (being a Maya beginner, these things take time for me). I'm pretty pleased with result despite everything being fairly low detail. Rendered with Mental Ray, retouched with Photoshop.
(It's a hotel hallway for those who can't tell!). Again I'm still learning so don't be too hard on me. But I would say (and hope) it's better than the barrel I showed last time!
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Yeah, I'm using Mental Ray.
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Quote from knj
Great start !
now as an exercise try to damage the barrel, as for the rings, it doesn't look metal becouse the texture doesnt look like metal to me, if you want to have reflective surfaces in maya, you need to apply shader (like blinn, phong) that has reflectivity as an attribute, but dont go over it 
good luck
Thanks! I'll see what I can do about the texture. I'm already using a Blinn shader. Still doesn't quite work imo.
Quote from Jenn0_BingAs for you metal rings, if you're using photo-source why not try a few different images of metal to find one that works for you? I think the one you have on there now is too rough for what you want.
Thanks, thanks a good idea! I'll see if I c an find a better texture.
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I can't compete with everything else in here, but here's what I've been doing in Maya today. I'm just starting to learn Maya through school so go easy on me! But crits would be appreciated (beginner friendly crits that is). I think it's my first textured model ever, now that I think of it. Anyway here it is.
[Blocked Image: http://img695.imageshack.us/img695/8012/woodenbarrel5.jpg]
As you can see the metal doesn't really look like metal... Is there a way to add environment maps to textures within Maya? If so, how? Or if that's not the way of doing more realistic metal, then what would be a good way? Thanks. (:
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Maximum bump! I made this video a few days ago, hope you like it.

Make sure to watch in HD.
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An old map I started for a mapping contest. I never got around finishing it.
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Just playing around with my Crysis map. Fairly old pictures.
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Perhaps Inventory:AddAmmo?
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Quote from Serenius
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This is what I hate about most modern games. Where are the freaking shadows? I'm not saying you've done a poor job, quite the contrary, it looks nice and detailed. It's just the technical side of modern engines I don't like. CryEngine is capable of realistic environments and keep it playable, even with shadows on for the majority of all objects on screen. I just hope for more engines to do the same. I assume it's because of consoles not being able to render all the goodies PCs can, so they have to leave it out. Imagine these scenes with shadows, would look far better.
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Are you using the Wars Editor? Because that's a common problem with that Editor, among many others. Some experience it, some don't. That's one of the main reasons for why I'm still using the original Editor for Crysis. It also has SP rules by default, unlike the Wars Editor which was made for MP.
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Awesome stuff in here! Keep it coming.
I'm not sure if you can call this a level, if not, I apologize for posting it in the wrong thread. Anyway, this is a star comparison level I made for a video showing just that - a planet/sun comparison with other stars in the universe. I hope you enjoy it.
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