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View Full Version : WIP Far cry map: CITY


psychojohno
09-17-2006, 06:54 PM
Hey everybody! I thought it would be a good time to start posting my latest project so you lot can tell me whatís up and I can end up with the best possible result!



So I guess your wondering what my latest project is about? Well I lied its not just my project its my friends as well. The project we are doing is for our end of course exhibition. The task we were set was to produce something with the following elements: an environment, characters, animation and sound. It didnít have to be interactive but the teacher said it would be better if it was. So we came up with the idea to create a multiplayer city map using far cry as we thought this would bring in the crowds.



We decided that we would do a city because we could include all the elements needed easily as well as giving us the option to make many different things from cars to buildings and even animals (so we didnít get bored)



So I guess to crit our work you need to know what style/ atmosphere we are aiming for, as well as the setting! The City is going to be set in America along the coast (Think Miami). The style we are aiming for is a Spanish / Art deco with a hint of shiny modern. This city is going to look nice with a lot of palm trees, flowers and nice decorations.



We have a very long time to complete this project almost a year! Which is a good job because we have a lot to learn, as we are both fairly new to 3d modelling, even newer to texturing and complete noobs at using the far cry sandbox editor. But with your help it will be done!

Soo here is what we have so far.. The stuff you see is things I have created so there will be more to come from my friend later!

Shop number 1 (department store)

http://i7.photobucket.com/albums/y286/dudleystinks/shop1.jpg

Hotel

http://i7.photobucket.com/albums/y286/dudleystinks/hotel.jpg

Cafe

http://i7.photobucket.com/albums/y286/dudleystinks/cafe.jpg

Hospital

http://i7.photobucket.com/albums/y286/dudleystinks/hospital.jpg


Apartments
http://i7.photobucket.com/albums/y286/dudleystinks/apartments.jpg

Thanks for looking please post your comments good or bad

Jonny

aeres
09-18-2006, 04:54 PM
Sounds like an interesting endeavour ;)

I'm no game modeler, and has no experience whatsoever with sandbox, so I can only offer you some general advice.

- For multi-storey buildings, the upper floors which the player never reaches could do with less modeled detail, such as the case of you last image.

- second image from the bottom, whats with the horizontal strips in the center of the building? the windows on the higher floors can be replaced with textures. The block on the roof can be just a cube that intersects the rest of the geometry to avoid extra polys.

- Your meshes could use further optimization to reduce the polycount.

-the textures are quite bland; add some variation eg. weathering, cracks etc.

Those are about it...Though I'm sure others will point out more useful tips for you :)

psychojohno
09-19-2006, 07:55 AM
Cheers for your comments. I know that a lot of people say to only model the lower floors then texture the higher ones but im not sure and what height to start using textures instead of models What floor?

The horazontal stripes on the hospital were there to seperate the windows from each floor because that how i wanted it but do you think i should get rid of them?

Variation for the textures will be done with decals once exported to game so it doesnt look tiled. I think my problem lies with how washed out they seem to be but i dont know how to make them better. And it doesnt help that maya likes to render my textures so you can see any of the details i have put in it just blurs them from far away! How can this be fixed.

Im having alot of problems achieving spanish style textures mainly because most building in this style look perfect and white and im told to dirty them up? Heres some examples of what im talking about. This building just looks perfect without blemishes but if i was to make it in 3d im sure i would be told do dirty it up :shrug: Why is this when the actuall building doesnt have any dirt or cracks on it. Does this make the photo unrealistic looking, boring? I bet if i was to have a close up shot it would be as smooth as a babies behind aswell so how do you texture something that looks perfect and new? I see a lot of people just going for dirty looking buildings but surely its more of a challenge to make something look clean and somebody must have some tips on how to texture clean?

http://impressive.net/people/gerald/2003/06/30/19-44-26-med.jpg[/url]

Another example
[url="http://premium.caribe.net/~aibonito/Aibo13.jpg"] (http://impressive.net/people/gerald/2003/06/30/19-44-26-med.jpg)http://www1.istockphoto.com/file_thumbview_approve/235783/2/istockphoto_235783_courtyard_in_a_spanish_building.jpg

Hope you understood what im asking

Jonny

psychojohno
09-19-2006, 05:28 PM
double post but hey lol i have an update which i am pleased with. I have almost finished texturing an apartment in one color. The plan is to have the same model but painted differnt colors which i think will be orange green and blue. Here is my orangy one. I want to add hanging baskets with flowers hanging down from the balconies but im not sure how to do hanging baskets the flower seem like they will be more complecated than your avaerage plants so if anybody has any tips :thumbsup: so here it is.

http://i7.photobucket.com/albums/y286/dudleystinks/apartments2.jpg

pruvaloo
09-19-2006, 06:11 PM
Im having alot of problems achieving spanish style textures mainly because most building in this style look perfect and white and im told to dirty them up? Heres some examples of what im talking about. This building just looks perfect without blemishes but if i was to make it in 3d im sure i would be told do dirty it up :shrug: Why is this when the actuall building doesnt have any dirt or cracks on it. Does this make the photo unrealistic looking, boring? I bet if i was to have a close up shot it would be as smooth as a babies behind aswell so how do you texture something that looks perfect and new? I see a lot of people just going for dirty looking buildings but surely its more of a challenge to make something look clean and somebody must have some tips on how to texture clean?


To be honest I disagree, I think it is far easier to make something look clean, both in terms of textures and in terms of the physical mesh - razor sharp 90 degree edges, perfect symmetry etc. Nothing in real life is 100% clean, or 100% perfect, and it's adding in these little imperfections that can really make something 'come alive'.

Although the building in that picture may appear to be perfect and white, think about what the building has to withstand. It's in a hot climate, over the years the hour upon hour of baking hot sunshine will make the walls have small cracks.

The buildings are also the victims of rain (rain water can be very very dirty indeed) not to mention all the pollution from cars and traffic. No building in the world is free from cracks or dirt, take a look at some of these for example:

http://www.terragalleria.com/images/mexico/mexi32167.jpeg

http://www.terragalleria.com/images/us-sw/usaz33494.jpeg
http://www.fotosearch.com/comp/DEX/DEX143/PH038_023.jpg

No wall will ever be totally smooth, and it will therefore have small areas where the dirt will collect. Also think about areas where the plaster or paint is falling or being chipped away, the part where the vertical wall meets the horizontal street will be a huge trap for dirt and dust. Maybe nearby trees have dropped leaves on the roofs, or into the doorway. There could be the remains of old posters that were stuck on the walls, or maybe some punk kid has sprayed his name in spray paint all over your wall.

Don't get me wrong, if you wanna have totally clean textures then that's up to you. If that's what you like, then of course that's cool.

Just my tuppence.

psychojohno
09-20-2006, 07:17 AM
thanks for your help pruvaloo i do agree with you in a way. Yes its easy to do a totaly clean texture and thats not what i really want. But then it is also easier to do a completly filthy texture. What im talking about is subtle dirt and i think thats more difficult but your examples have helped me see things a lot better and i will be trying to achieve the same sort of subtle effects.

Here is a small update. I have added flowers and done some color variations

http://i7.photobucket.com/albums/y286/dudleystinks/apartments4.jpg

My renders always seem washed out in maya, im using a single ambient light (i know crappy). If anybody knows any usefull tips for setting up decent sun style lights please hand them over. They will look better when i put them into the sandbox editor because the lighting is pretty simple to set up and nice to look at especially for outdoor scenes

aeres
09-20-2006, 07:49 AM
From your last render it seems like your whole mesh is evenly lit, try using directional lights such as spotlights, don't forget about shadows, they make all the difference. Also you can try baking an ambient occlusion map out and applying it back to the textures.

As for weathering, try applying grime or moss at the corners, eg. where the building meets the ground, under the window ledge etc. as well as scratches, chipped paints and discolored paints at the corners of the wall.

psychojohno
09-20-2006, 05:01 PM
cheers again aeres that was the problem with the light. Anyway i have been working on the cafe today. Its not complete but im happy enough with it to show it. I need to do the windows and a sign aswell as add flowers.

http://i7.photobucket.com/albums/y286/dudleystinks/cafe2.jpg

retardedmonkey
09-20-2006, 05:41 PM
I agree with aeres about the textures being quite bland. I think the first step I would take to make them look better, it to add some definition to them. By that I mean paint in the lighting...paint in the global illumination look...if that makes sense. Then once you do that work on adding the moss and all the grime and crap that is on buildings.

From the pictures you posted of the cafe and the hospital (wires)...it looks like they could use alot of optimization. Could you post some more wires of them, and maybe I can do a quick paintover and show you were...instead of trying to type it out.

Good luck :)

psychojohno
09-20-2006, 06:05 PM
Yep retardedmonkey i can post some more wires but what areas would you like to see? The problem i have with painting in lighting and shadows is i dont understand why it is necessary when games calculate shadows and lighting in realtime. And if i was to paint them in then the shadows wouldnt be able to change in real time would they? For example if i shone a torch on it or the flash from firing a weapon. So could explain why i should do it? :shrug:

cheers

retardedmonkey
09-20-2006, 06:23 PM
For the wires...just shots of the building in general would be helpfull.


Now for shadows. I dont mean shadows that a spotlight from say the right or left...or wherever would cast. What I am talking about is just a soft shadow...hmm. I dont know if you have ever used 3ds max, but the kind of shadows that the skylight and light tracer give. It just helps to see that the one object is touching the other. Hmm I dont know if that makes sense. If you have a second look at my walker and the shot of the pit, you can see their is no detail on the upper control panel area, its just got the lighting that I am talking about.

These shadows cant be adjusted at all...but they are just there to help show some more depth.

Yeah well hopefully it made some sense..if not I will just draw something to explain it better.

aeres
09-21-2006, 01:57 AM
I believe Rmonkey is talking about ambient occlusion.

NeoNautica
09-21-2006, 02:13 AM
You asked me about building textures in my thread. I would suggest looking at Half Life 2's texture sets for a good idea on how to make building textures. They have a tiling texture for the wall plus a texture that only tiles on the X for where the wall touches the ground.

Example:
http://ghidora.liquidweb.com/~neonauti/NightLife/TextureRef.jpg

The textures in my project are really simple at the moment. The plan is to make them more like the example above at some point. Hope this helps ya out.

psychojohno
09-21-2006, 04:21 PM
Cheers for looking NeoNautica. Thats a good suggestion i was wondering about doing it like that but i was holding back because i didnt know whether it was the professional way to do it but as you said its done like that in halflife i know it will be ok. Your map was the insperation for me to start my own city map and i cant wait to see the next update!

Anyway i thaught i would work on street props for the next week and go back to buildings after a week of doing them. I think its a good idea to work like this because sometimes doing all building and all props untill they are finished can get a little repetitive. Today i didnt do much (mainly working learning how to record sound) but i made a billboard with one of my friends favourite sayings on it lol im planning to make tributes to all of my mates on the course and put them into the map as a bit of a laugh.

Comments welcome :)

http://i7.photobucket.com/albums/y286/dudleystinks/billboard1.jpg

psychojohno
09-23-2006, 08:21 AM
some more props i have done. Comments welcome. Aswell as suggestions for other props i should do!

http://i7.photobucket.com/albums/y286/dudleystinks/props1.jpg

pruvaloo
09-23-2006, 01:59 PM
I think it's a good idea to mix up your modeling, so you dont get stuck making the same kinda models all the time. That's cool that your including your friends in the game too like with the billboard :)


All your props are looking good to me. Only a small point, the poster on the billboard is all weathered and torn whereas the phone box and road cone and mail box all seem new and clean. Maybe consider adding some dirt, scratches, dents etc to them to make them 'fit in' more with the billboard. That's just a personal thing I would do though.

As for other props, I dunno which of these you have already thought of so just ignore if you already have them:

public benches
litter bins
telegraph poles+phone lines
for sale or for rent signs on some buildings
parking meters
road/street signs
those abstract modern art sculptures that they put in front of offices sometimes
bus stops/ bus stands
wooden fences/chainlink fences
lots of cardboard boxes to fill the alleys between buildings (you cant have an alley without cardboard boxes ;))
street lights
fire hydrants (if its set in the US)

psychojohno
09-24-2006, 07:15 PM
Pruvaloo Thanks for your comments. Its a nice idea to add dents to my mailbox phonebox and cones but i dont think i will. They do have scratches and dirt but they just arent really clear from the angles i took the shots at. I might if i have time and i can figure how to do it make some of my props in 2 forms damaged and undamaged because my idea was that most of my street props could be ran over and sent flying into the air (driver style if you remember!) so damage models would be a good idea :thumbsup:

I must say though pruvaloo your idea for carboard boxes is fantastic and you have inspired me it would be so fantastic if i could make cardboard boxes to hide in metal gear style lol if i have time i might even try it i guess the boxes could work like vehicles in far cry now that would be awesome multiplayer fun!

Anyway i have made a few extra things none of them have textures yet i just felt like modelling the last few days :)

Benches

http://i7.photobucket.com/albums/y286/dudleystinks/benches2.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/benches1.jpg

Bus shelter

http://i7.photobucket.com/albums/y286/dudleystinks/busshelter.jpg

Truck- this will probably not only be used as a drivable vehicle but i think i will also create a damanged model that has crashed and will be in flames blocking of road to prevent players from getting where they shouldnt go

http://i7.photobucket.com/albums/y286/dudleystinks/truck1.jpg

Lamborghini miura- Had trouble getting the shape perfect and its far from finished but im getting there. The body is only 1134 polys but the wheels are annoying me as they seem so wastefull at about 500 polys each so any tips on making wheels for games or guidlines on poly counts would be great

http://i7.photobucket.com/albums/y286/dudleystinks/lambo1.jpg

here is the reall thing

http://www.spiegel.de/img/0,1020,605534,00.jpg

cheers for looking comments and crit very welcome

psychojohno
09-27-2006, 06:37 PM
hmmm another double post not much interest hey? :sad: Anyway i will keep on posting and you might see something you like its also a good way to record what i have done from start to finish which will come in handy documenting it :D

So i have layed the roads out for the map. As you can see i have a lot of space to fill. I have also included a crappy close up of the roads in game but the lighting needs to be set up right really to make it look half decent and in the image the jeep is sinking through the road but that has now been fixed.

http://i7.photobucket.com/albums/y286/dudleystinks/roads2.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/roads.jpg

I Have also started another building which will be shops at the bottom and living space at the top. The roof needs to be made.

http://i7.photobucket.com/albums/y286/dudleystinks/shopflats.jpg

And i have finished my bus shelter.

http://i7.photobucket.com/albums/y286/dudleystinks/busshelterfinished.jpg

c&c welcome

revelli
09-27-2006, 07:34 PM
nice project
you have done very good job so far
your jeep and building are greate
but i think, that you are missing ambient occlusion on your objects

psychojohno
09-27-2006, 08:58 PM
oh sorry i forgot to point out that the jeep wasnt made by myself that is an existing model i used from far cry just to test to see if my roads worked out ok and to give you guys a sense of scale. Everything else is mine apart from the character and the jeep but i will be making my own vehicles and characters later on in the project. Could you explain what you mean by ambient occlusion?

utchamp
09-27-2006, 09:13 PM
Hey! it looks pretty cool!

you are definately going to put in..

hot dog stands
garbage bins
garbage cans
empty cups floating around
streetlights
stopsigns
atms
newspaper /magazine stands


just a thought

TychoCelchuuu
09-27-2006, 09:30 PM
To keep the poly count down on those wheels, you could just normal map the inside stuff. It's not like people will be getting up close to them.

psychojohno
10-07-2006, 05:43 PM
hey thaught i would update its been a while :) i have been sculpting the terrain and painting it. I have also set up the lighting for the level made some street lamps a boardwalk thingy some trees and loaded loads more of my models in. Here is an in game shotso far. Crits wanted :thumbsup:

And thanks for your suggestions on the props guys i have a big list to make :D

http://i7.photobucket.com/albums/y286/dudleystinks/level2.jpg

psychojohno
10-07-2006, 09:05 PM
just had a play with the lighting again because i thaught the other looked a bit washed out but im not sure if its better. Soo which do you guys prefer? this is number 2

http://i7.photobucket.com/albums/y286/dudleystinks/level3.jpg

pruvaloo
10-07-2006, 10:33 PM
That latest shot reminds me of the sunset shot from GTA Vice City :)

Just wondering about a couple of things:

It seems like the sunset is pretty bright, so I'm wondering whether the light from the street lights would be so visible? At the moment it's got a kinda volume light look to it.

The other thing might just be a trick of perspective or camera foreshortening, but the palm trees looked to be a bit on the large size. Maybe that's just the camera though.

Looks to really be starting to come to life though. I wouldn't mind taking that jeep for a spin with a sunset like that!

psychojohno
10-08-2006, 10:58 AM
Cheers pruvaloo. The sunset is only really bright from that view so i have the street lights bright so they light from other angles. I have a shot below. Notice i added a bluey green version of the apartment

http://i7.photobucket.com/albums/y286/dudleystinks/level4.jpg

About the palm trees they are supposed to be fairly big they are usually atleast a couple of stories high. Heres a pic of some random guy i found standing next to one lol as an example of their size.

http://www.goldengatepalms.com/public_html/photos/picofgary_lg.jpg

anyway post your c&c if you have any

aeres
10-08-2006, 12:24 PM
Coming along nicely, they look better in game it seems :)

I agree with Pruvaloo, it sure reminds me of Vice City.

psychojohno
10-10-2006, 11:51 AM
Thanks aeres everything i make looks better in game :shrug: but is still need to make some decals such as graffiti and posters aswell as things like drain covers. I have never played vice city (must be the only one :sad:) but i have been playing san andreas to see how they do things and my sunset was inspired by the one in that and both games look fairly similar dont they? but its the look im goins for! Anyway i have a small update i have the cafe in game just need to add tables and chairs outside to run over :eek:

enjoy! and please post your comments :thumbsup:

http://i7.photobucket.com/albums/y286/dudleystinks/level5.jpg

HellBoy
10-10-2006, 05:52 PM
Looking good

I think you shouldn't render them, post them straight from your viewport, if you're using directx for your app, its more likely that its going to look similar to that rather than you rendering them

NeoNautica
10-11-2006, 03:16 AM
The leaves of the palm trees seem too green to me. Might want to try desaturating them a bit. Or it might be caused by them not shadowing each other.

Not sure what tools the Far Cry editor has, but a nice touch I like to add to trees is to make the leaves move slightly. At work I give the material a texture matrix and assign a sin controller to the U and V offset. In Unreal its done with a texture oscillator. The goal is to get the leaves to look like they are slowly swaying in the wind.

Keep up the good work :)

psychojohno
10-11-2006, 07:29 AM
cheers hellboy i have posted most of them as screen grabs but i think the thing that really makes them look better in game is the differnt shaders and my lighting.

lol yer NeoNautica my brother said the trees looked like lego :applause: i totally agree with the both of you though and it will be fixed the problem i had was when i took the photo of my leaf the photo was too dark so like a fool i highered the saturation and not the brightness :blush:

far cry does have all of the tools you speak of and i have already made them sway using them but thanks for the suggestion :thumbsup:

more updates coming soon!

Psionic Design
10-11-2006, 09:07 AM
Thats a lot of work!! Looks like its all starting to come together nicely now, keep the updates coming ;)

psychojohno
10-23-2006, 04:04 PM
hey thaught i would post some updates. I have loaded in another building and added a few more props. Thanks Psionic it is a lot of work but we have 8 months :thumbsup: which will probably fly by lol Here are some shots

cafe with tables and chairs

http://i7.photobucket.com/albums/y286/dudleystinks/level6.jpg

new building deco building

http://i7.photobucket.com/albums/y286/dudleystinks/newdeco.jpg

everything i have so far

http://i7.photobucket.com/albums/y286/dudleystinks/level7.jpg

psychojohno
02-18-2007, 10:36 PM
Alright some updates! Due to the limited time left i have made the map a lot smaller. I changed a few things such as the sunset and some of the textures i have also made loads more props so here are some shots!

http://i7.photobucket.com/albums/y286/dudleystinks/5.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/4-1.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/3-1.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/2-2.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/1-2.jpg

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