Okay, so... better or worse? I always seem to find something to adjust, but I can't work on it the entire night. ![]()
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Okay, so... better or worse? I always seem to find something to adjust, but I can't work on it the entire night. ![]()
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I am not, but it has already been removed along with one moon and another one has been made smaller and moved to a better place. I can show you a pic whenever I have time to grab a screenshot, probably on Thursday. That little part was initially part of the concept art but the rest of the scene is now completely different (I no longer follow the concept art, I'm just playing around).
Quote from DaanOi think changing them into a few moons would help, but i'd prefer to see only one or maybe two. this is too much and it does take the attention away, right now there's a bit of a lack of a composition in my opinion. and what is that big black thing growing out of the mountains on the right? i don't get it...
I just followed the concept art for the big black thing, but I agree, it looks kinda weird. I'm going to remove that.
God f*cking dammit... I was going to show a new version the scene now but the Editor crashed, as usual. That's what I hate with CE2, it crashes as soon as it's under a little stress. Maybe I'll redo it tomorrow.
@ csyver
All of them? O_o
Anyway, I was thinking of planets as moons to the big gas giant with the rings. That would definitely be possible. But I can see what you mean, maybe I should go ahead at at least delete one of them.
@ sarge mat
I agree. ![]()
And thanks Evert, DysPatch and deceiver!
Not really a level. More of a scene I made for a project a while back. It required some fine tuning so I've been working on it tonight. ![]()
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Hey, guys. First of all, great work the0rthopaedicsurgeon!
I did some more work on the thingy. I'm still not happy with the top part of the pillars, gonna put some more work into that!
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Wow, thanks for the reference! I think I can do something like that, at least the bases. The top parts of those pillars are way too advanced for me. O_o
Been trying to do some more modeling (I still suck, though! Haha). I dunno what this is, some kind of shrine maybe? Anyway, I'm far from done with it. Played around with the pillars last night and got, in my opinion anyway, some better results. But I only got the time to render this one.
Speaking of renders, do you guys have any good rendering techniques? As you can see, my picture is all blurry when you zoom... ![]()
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Thanks, Corwin, I really appreciate the crits! I will make sure to make the changes you suggested. ![]()
By the way, I tried out Call of the Fireflies, and really loved it. Truly atmospheric stuff, man. Great work on that.
Any crits what so ever? ![]()
Hey, guys. For those who are interested, I got a couple of new screens, though old for those who browse Crymod. ![]()
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Also got a new video showing some speedmapping, the creation of a scene (not finished in the vid).
Hey, guys.
I've been creating these with the help of tutorials, since I'm very new to modeling. Figured knowing your way around the tools is good if you want to get into the industry. So... I followed Chris and Ben Tate's tutorials for these (except that glass, no tutorial for that lol).
I always tried to stay one step ahead to see how much I've learned from previous tutorials, and to learn the workflow better. Generally things went pretty good, feels like I'm finally getting somewhere. Renders are crap, I know, I haven't spent any time learning how to make cool renders.
Again, can't really pass these off as mine (except the glass), but yeah... Just wanted to show something.
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Quote from robert.briscoewhen is image scaling on these forums going to be fixed in IE??
You can make a low res image and make it link to a higher res pic, like I did in the last post of the previous page. I would hope everyone could use that method. You don't get small ass thumbnails and the picture will remain within the forum format. And you get the higher res pic when you click it lower res one.
Win-win.
Quote from 2d-chrisIf you want to get better with layout and game play, start by disabling all the fancy render stuff and look at the basics.1) disable all render setting except terrain and vegetation (in rollup bar)
2) e_defaultmaterial 1 or r_texbindmode 5 alows you to see flat shading which really helps when figuring out geometry shapes
3) work out a lighting TOD that fits your geometry and highlights your "routes or paths"
Are you talking to me or Falc? Or maybe both? ![]()
You already do, mate. ![]()
Thanks.
Quote from csyverYes, that's exactly what i meant. very interesting, thanks!
I uploaded a video showcasing my workflow if you're still interested. Obviously not the same amount of detail as in the earthquake shots, but you get the basic idea. The scene turned out okay, it still requires a lot of fine tuning before I'll be happy with it.
Also did this pretty late at night, so I was a bit tired! Anyway, enjoy the video. Remember to watch in 1080p! Also read the video description for additional info.
Sweet, np.
By the way, with "real pic" I meant a version of the scene without an overly bright sky. Now it's blue! Definitely more easy on the eye, imo. ![]()
Quote from csyverIt would be nice to see a time-lapse of creating a scene like that.
Do you mean my pic, mate? I usually work like this (open the pictures in tabs to see the difference). This is not exactly how I do things (I disabled stuff by category, didn't actually take pic by pic), but it's pretty close.
First I just shape the basic terrain. Doesn't have to be all smooth as most of it will be covered up with brushes. Also trying to get some terrain textures in there to get an idea of where I want my objects to be placed (brushes, vegetation, entities, misc stuff).
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Adding some entities, such as small objects and clouds.
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Then getting some vegetation in there...
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Finally setting up the brushes but the scene still looks pretty bad so...
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... decals and particles should do the trick!
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Quote from Senturawhile it looks good, it still retains a weird aspect of the cryengine, specifically with the bloom (and how it differentiates between blurred and sharp objects) and the plastic-ness of the materials/meshes. it's really annoying, because it is honestly destroying the scene. also i don't think i have ever seen this before in the cryengine, or at least not as much as with unreal...
Haha, funny you should mention that. I was actually just playing around with the DoF and Sharpening tool for the ToD. At that point I thought it was looking good but yeah, surely looks worse once you spent some time looking at it. I will absolutely not let the player run around with the sky looking like that, nor having DoF at such intense levels.
Also here's the real pic in higher res:
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Very true, Corwin! I will look into that. Thanks for the great inputs and the positive feedback. ![]()