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Stefan-Morrell
12-27-2006, 12:36 PM
*latest update*: april 08




http://stefan-morrell.com/oe2env1.jpg


http://stefan-morrell.com/oe2env2.jpg


http://stefan-morrell.com/oe2env4.jpg

http://stefan-morrell.com/oe2env6.jpg

update - feb 08

http://stefan-morrell.com/oe2wipbldg5.jpg





hey guys,here's some environments i'm making for a Crysis mod using CryENGINE™ 2 (http://www.crytek.com/technology/index.php?sx=eng2), ..the mod is called obsidian edge 2 (http://www.obsidianedge.net/) ..I've been on board for a few months churning out assets
I can't yet show any ingame screenshots so here's some 3dmax renders & wires

modeling & textures here are still very early wip & C&C is welcomed..i'm shooting for around 40-50k in this area.
using the Crazybump beta for the normal maps.

this first building came about after seeing a specific window texture on cgtextures.com..it's made up of around 5 modular pieces & some miscellaneous props,only color & bump maps have been made so far,spec & offset mapping to come


Cheers
Stefan

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/crywip03.jpg

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/crywip04.jpg

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/crywip07.jpg

mindrot
12-27-2006, 12:51 PM
Lovely work Stefan.

Seeing work like this reminds me how much fun environment work can be....

Not much to crit...keep going.

~M~

ZachGriffin
12-27-2006, 01:04 PM
Looking really good. Can't wait to see it when its finished. Is it possible to see the texturesheets even if they're watermarked?

Stefan-Morrell
12-27-2006, 02:35 PM
Zach..here's a smaller wip version,actual size is 2k

i'm still painting over the color map to get a good normal map from it & all the brick on the far right panel will be changed to something dirtier..but this is the layout i'm using
you can get the original at cgtextures.com

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/crywip11.jpg

pimeto
12-27-2006, 03:59 PM
nice job!
what is the polycount supported by this engine, do you know ?

GradiusCancer
12-27-2006, 10:27 PM
Awesome, Stefan. You're ubran envs are top notch. I'll definately keep my eyes here!

Neox
12-27-2006, 10:48 PM
very nice work!

but i have to say, that the poly distribution on this image is kinda weird http://home.xtra.co.nz/hosts/polycount3d/CGTalk/crywip07.jpg
you could easly have the collumn on the right part with a box and a normalmap and add some more polygons to the arches, they are definitely too lowpoly for a game based on cryengine 2, this coulkd world for a LOD but in closeup its all about smooth sillouettes on crysis, othervise great work :)

euclidius
12-28-2006, 02:28 AM
same here man-- thumbs up for me also-- I'll be checking daily for your updates :D

JustChris
12-28-2006, 02:59 AM
Nice, some more stuff with CryEngine 2. In-game screenshots wouldn't look at all much different from what you have here. They'd look better! No crits here.

Stefan-Morrell
12-28-2006, 05:30 AM
JustChris...your right,with the lighting & particle fx you can do in sandbox2 these 3dmax renders can't do it justice

pimeto...I cant say too much(nda's) but being next-gen it can handle a fair amount,plus with vis areas,view distances & LOD's you can easily get a fair amount of polys on screen.

Neox....good point on the arch,I've added a few more edges to bring back the shape,we can always use that earlier one as an LOD.

here's another version of that arch with a nearly final normal map,some of the stonework looks a bit soft & will need to be redone(i might even remake it with a higher-res texture,it's ony 512x here)
this is made up of 4 parts(column,mainarch,gotharch & toptrim)
there's a lot of potential for building damage in crysis so the windows may eventually be swapped out for something different



http://home.xtra.co.nz/hosts/polycount3d/CGTalk/crywip12.jpg

fraa
12-28-2006, 06:43 PM
Very impressive result!
I'm just curious about the transparency map, it seems to be applied to your whole geometry.
If you need transparency only for the window panes (which seems obvious), shouldn't it be more optimal to have an alternate UV set, just for your transparency map ?

Amazing work, whatever :)

ts-falcon
12-28-2006, 06:57 PM
awesome work so far mate. I agree about the transparency map question Fraa asked. also the normal map version of the arch looks like its using offset mapping. if so could you shed just a smidgen of light on how you generated the heightmap and what shader you are using?
Cheers

psychojohno
12-28-2006, 11:16 PM
very nice! could you tell me how you made the normal map for the bricks :D you must have done something with the colour texture right???

requiem2d
12-28-2006, 11:33 PM
Looks bang on, can't wait to see this in the engine. Great work :)

Stefan-Morrell
12-29-2006, 02:01 AM
Cheers guys

Fraa...yea those windows will eventually be swapped out for something different,those parts would probably be breakables & will need to be cut up,for now I'll just settle on that larger transmap

ts_falcon & psychojohno...my intention was to use offset mapping but after seeing that normal mapped I've since changed my mind.
I use a modified version of the color map to generate the normal map via Crazybump...it takes forever to do but basically I'm painting over all the grout lines & recessed parts with a dark shade then going over the higher parts with a lighter shade
Crazybump is an awesome app..far better than Nvidias PS plugin

Stefan-Morrell
12-29-2006, 02:17 AM
here's a link to the Crazybump thread:thumbsup:
http://boards.polycount.net/showflat.php?Cat=0&Number=148897&an=&page=0

RO
12-29-2006, 02:44 AM
Nice to see your working on some game art :D

Looking cool so far. Keep it up and ill be sure to keep looking here :) And the crazy bump thing is cool ill look into that for sure.

Freewaldo
12-29-2006, 02:50 AM
Good job Stefan, im always impressed with your work.
(http://forums.cgsociety.org/member.php?u=64489)

Striff
12-29-2006, 05:44 AM
Lookin great bro.

In 3DS Max, are you using the Direct X 9 shader to render this stuff out? If not, what are you using?

Also, is there any parallax mapping or antying going on like that with the bricks, or is it just staight normal mapping?

gamePat
12-29-2006, 11:25 AM
nice stuff, the bricks seem to work pretty well with crazybump.
I know, you are not thinking that much of performance at the moment,
but I would watch out, not to have too many different unique textures.
I have seen some small things, that can be done better with a decal texture (grass, dirt...). This makes the workflow/process much more dynamic, and you save time, so you don't need to create so many different texture for every whole part of the building, and other guys from your mod team can use the textures for their buildings.
Polycount looks good imo, but i think it wouldn't hurt, if you create some irregularities in the mesh, like cracks, broken off concrete parts and that stuff..
good luck :thumbsup:

xLonewolfx
12-29-2006, 05:18 PM
very nice work dude :thumbsup:

ts-falcon
12-30-2006, 12:44 AM
wow, just tried out the crazy bump program and holy crap is it ever awesome, in like 30 seconds i managed to get a good feel for it and im sure there are a bunch of subtle features that you can play around with as well, awesome to see it updating in real time. thanks for turning us onto this mate :D

Stefan-Morrell
12-30-2006, 06:12 AM
ts_falcon..cool eh :)..still in beta too so be sure to drop Ryan a note in that thread if you have any feature requests or bugs.
xLonewolfx..cheers
gamePat..hey thanks for checking this out
'some irregularities in the mesh' will be done,I'm doing 'clean' versions of each block then going in & making a ruined version..also that patch of grass on the building will be painted out eventually:D .thanks for the tip on decals too,I was hoping to add another level of detail with some decals
Striff..these are scanline renders,it looks the same under directx9..but in 3dmax I prefer working with OGL.I switch to directx when setting up the shaders & model for export.
& they are just straight normal maps,I've put height maps in some of the alpha channels of the normal maps just in case,but I'm not rendering that effect here

Flewda
12-30-2006, 01:59 PM
Fantastic results here! I can't wait to see more. Good work!

ali-rahimi-shahmirzadi
12-30-2006, 05:53 PM
Very nice work. :thumbsup:
So when it will be release. Are you a part of the team?

Pdude2K7
01-02-2007, 06:18 PM
Hey man,
Great job so far, the environments look really good:thumbsup: .


PS - Sent you a pm.



-Pdude2K5/2K7

Vertex Groover
01-02-2007, 06:49 PM
This is looking beautiful! Nice work!

Stefan-Morrell
02-05-2007, 06:53 AM
hey guys..here's a quick update on some buildings made for the mod.
the windows will be swapped out for something else in game & I haven't finalised the bases of them yet,also need to add more props to get around texture repeating,

Cheers!

http://home.xtra.co.nz/hosts/polycount3d/crymod/oe2_environment_building02.jpg


http://home.xtra.co.nz/hosts/polycount3d/crymod/building_05wip02.jpg

& the obligatory dumpster ;)

http://home.xtra.co.nz/hosts/polycount3d/crymod/WIP_006_Dumpster.jpg

Sa74n
02-05-2007, 09:47 AM
this looks really sweet! a bigger shot of the first building wouldve been nice just to see what the texture res is like. all in all its very good work tho. think you could give more info on polycount and amount of textures/res?

xLonewolfx
02-05-2007, 12:29 PM
wow looks so good!

HellBoy
02-05-2007, 12:41 PM
very inspirational mate

keep it up :thumbsup:

BadSpleen
02-05-2007, 02:29 PM
I ain't done much environment modelling with games in mind but I have a few questions.

Firstly, I thought that environments were modelled from within the game engine, such as is Hammer you model the environment using brushes, then add props that were modelled within 3D Max or the like.

My question is how do you take a 3D model, and make it an environment, or is it simply a matter of exporting your environment as a mesh, then importing it into the game engine with physics and collisions applied ?

Also, are you using the Crysis engine ? Or is this work planned for use on the crysis engine ?

Chilli

daft-crut
02-05-2007, 02:40 PM
This is simply WICKED!

It motivates me to try on environment modelling. :)

tomthespider
02-05-2007, 02:44 PM
those are some really nice buildings, and the dumpster is realistic. Ive got to start trying to get some of my work finished so i can post it too, tho it isnt half as realistic as this.

1 question tho, do you texture your own creations or pass them off to a dedicated texturer?

psychojohno
02-05-2007, 07:38 PM
More great work stefan! Just wondering have you already got your hands on sandbox 2 or will you be getting it along with the rest of us?

ChaosDragondz
02-05-2007, 08:46 PM
amazing work so far, how are you modeling the buildings? are you using reference pictures? or going from your own head?

finchy
02-06-2007, 01:58 AM
Excellent work! I love this style, It's giving me the drive to continue my level so, thanks for that! Going to watch this thread closely. Cheers:)

Stefan-Morrell
02-06-2007, 03:22 AM
thanks guys

Chillipunk..

Also, are you using the Crysis engine?

yes,Obsidian Edge2 is one of two mods hand picked by Crytek to get a mod released very soon after crysis is released,that means we get the early sdk & support from Crytek

I thought that environments were modelled from within the game engine

I do all the modeling in 3dsmax & use the cryexporter to send a .cgf to sandbox(the game editor)...most of this is being built modular so when building the levels we have a heap of building blocks to work with


Sa74n...we use 'detail' textures in game ,so for close up's the resolution isn't really an issue.

tomthespider..all modeling & texturing is done by me :)..we have several modelers on the team but in this thread I'll only be displaying my own work


Cheers
Stefan

Masakari
02-06-2007, 06:12 AM
Great work Stefan, you're an inspiration! Good luck with the mod :)

requiem2d
02-06-2007, 06:27 AM
Really nice :D Can't wait to play in these environments :D

psychojohno
02-06-2007, 09:01 AM
I do all the modeling in 3dsmax & use the cryexporter to send a .cgf to sandbox(the game editor)...most of this is being built modular so when building the levels we have a heap of building blocks to work with
Stefan

do you know if that means files from the original far cry can be imported into far cry? I know models are saved in cgf format for far cry.

pimeto
02-06-2007, 06:00 PM
lol, Bonita bananas :) loooooool, these are clasics!

nice job man, realy perfect job ot texturing and modeling.
i cant beleve you do this alone ? truly!

Stefan-Morrell
02-07-2007, 03:22 PM
started a new building facade tonight:arteest:

using building ref from environment-textures.com,note the tetxure is still wip,cables & pipes need to be removed..uv's need tweaking etc, tri-count is around 1200..just the color so far,I might get some offset mapping action in this one with those chunky bricks :D


http://home.xtra.co.nz/hosts/polycount3d/crymod/wip_building07.jpg

eyezac
02-08-2007, 12:13 AM
Those building renders are amazing.
This is the kind of stuff I'd expect from a previz company, not a realtime engine!

Are the renders taken in-engine or are they direct from Max/Maya/Whatever? If they are direct from your 3d package, what lighting setup do you use?

Pdude2K7
02-08-2007, 12:39 AM
Looks good fellow modder:thumbsup: .
btw Stefan are you going to enter the Dominance War 2 competition?



-Pdude2K7

Stefan-Morrell
02-08-2007, 04:55 AM
btw Stefan are you going to enter the Dominance War 2 competition?


I did consider it,but after looking at the competition I dont think I could bear the ass kicking I'd get:scream: ..I'll stick to environments

eyezac..everything is in 3dsmax,i'll post in engine shots as soon as we get the go ahead from crytek,lighting is just a skylight with one direct light casting some light shadows

btw,here's an example of the kind of lighting that's possible in cryengine2:
http://www.crysis-online.com/video_downloader.php?dir=/media/(Crysis-Online)%20IMAGINA07%20Press%20Kit.avi

eyezac
02-08-2007, 05:17 AM
Great, would love to see some Cryengine enviros - especially your stuff all lit up... Looks amazing so far.

Cool, skylight and direct.. will remember that

Keep it up, again, looks great!

euclidius
02-08-2007, 09:28 AM
maan this project is turning out great :thumbsup:

hasullivan
02-08-2007, 07:40 PM
So PkDude, you gonna enter?

BTW Steffan is that a little toy soldier I see in the window?

Pdude2K7
02-08-2007, 07:55 PM
Yeah, I will definatly enter, I am currently running through some concepts and ideas for DW2, We must fight for CGsociety:thumbsup: .
btw, I wonder why you guys call me PkDude:D .
How about you Sulli, Are you going to take part in our emperial quest?



-Pdude2K7

Teddy
02-08-2007, 09:49 PM
*felt left out and just wanted to join the fun* :bounce:

Truly impressive work Stefan!

now i just need to produce something better :argh:

hasullivan
02-08-2007, 10:35 PM
" btw, I wonder why you guys call me PkDude"

Totally my fualt, I think I read you name with out the numbers and PdudeK doesnt stick.
Also I am trying to adjust to screen names as Teddy may recall :P

Will force myself to remember Pdude

"How about you Sulli, Are you going to take part in our emperial quest?"

Way to busy to invest the amount of time needed atm. Maybe for DM4.

duke
02-09-2007, 12:27 AM
These are damn nice! How many textures and what sizes are you using per building? They look quite high-res.

ScudzAlmighty
02-09-2007, 12:56 AM
i remember seeing the first shots of Half Life 2 and being blown away by how realistic the environments were, and then this post came along...

very very impressive work:thumbsup:

Gephoria
02-09-2007, 01:46 AM
looks really good so far keep up the good work, just a question as a "game dev student" how big of texture maps are you using for this? i couldn't locate the originals on cgtextures.com

ocarian
02-16-2007, 12:39 PM
very impressive work :thumbsup:


Me too i very exicting to test Crysis editor (I want this game to work on :wise: )
for that moment i try to make some Maps on the first SandBox (Farcry Editor)

Have you test the first Sand box ? you never try to export your current modélisation on this editor? to try :) a first ingame version


good luck for next

Stefan-Morrell
02-17-2007, 03:24 AM
Gephoria...I make all the maps at 2048x,we haven't finalised the in-game resolution yet


Have you test the first Sand box ? you never try to export your current modélisation on this editor? to try :) a first ingame version


these pics are from my first foray into sandbox1(made before getting sandbox2),this was done mainly to get a feel for Cryteks tools & the sandbox workflow..so it's all thrown together very quickly,I've since learned to get the materials looking a lot better than they do here..& the lighting here is shite



http://home.xtra.co.nz/hosts/polycount3d/farcrytest01.jpg

obelisk
02-17-2007, 08:14 AM
inspirational stuff, as usual, stefan. thanks for sharing.

-O

ocarian
02-17-2007, 12:46 PM
woaw !:thumbsup:

good feel with cryteks tools

keep it up !:)

mikebart
03-11-2007, 12:09 AM
awesome work very inspiring, just wondering, im seeing some realy nice ambient occlusion on some of those buildings, are you getting that from the scene lighting or are you using the mental ray ambient/reflective occlusion shader? Id be interested to see how you acheive it.
amazing work man.

btw: hows the gaming industry going in christchurch or NZ in general? is it picking up at all? Just curious, im from Wellington.

Jay007
03-15-2007, 03:52 PM
Hey Just wanted to add my praise to the work stefan, definetly a motivation for me.

I was just wondering what your texturing procss was for the buildings?(namely the obsidan2 building). Do you break the building into parts and unwrap them? or use tileable textures and map them on to designated polygons?

Anway great work so far.

Nippur
03-18-2007, 01:23 PM
I just found this thread and I'm very impressed. I've always liked your environments so I'm glad to see your work "in progress". It already inspires me to try something similar too :)

requiem2d
03-19-2007, 12:10 AM
Looks fab Stefan, looking forward to playing it ingame :D

carlg
03-19-2007, 07:45 PM
Wow, really nice. Just a quick question (I checked up and down the thread and I'm pretty sure nobody's asked this): are you using zbrush to do the normal maps? and if so, are there any rules you have to follow to export max models into zbrush (for example, everything has to be quads, or the model has to have no gaps)? I'm only asking cause you really, REALLY seem to know what you're doing.:thumbsup:

rybeck
03-19-2007, 09:21 PM
...
ts_falcon & psychojohno...my intention was to use offset mapping but after seeing that normal mapped I've since changed my mind.
I use a modified version of the color map to generate the normal map via Crazybump...it takes forever to do but basically I'm painting over all the grout lines & recessed parts with a dark shade then going over the higher parts with a lighter shade
Crazybump is an awesome app..far better than Nvidias PS plugin


carlg,

I could be wrong but there is mention about "Crazybump," on #15 post.
This LINK (http://boards.polycount.net/showflat.php?Cat=0&Number=148897&an=&page=0) was copy and paste from #16 post, and you may try it.


By the way, AMAZING work, Stefan~ :)


Rybeck

Por@szek
03-21-2007, 07:24 PM
I take a closer look at your works in here, and they are absolutely stunning.
The funniest thing is that last days I was standing on a crossroad of my arts, don't knowing exacly in what way push my skill. Your thread refresh my mind and ideas and atm I'll definatelly go on that style U are showing us, its awesome.
Great piece of work, very inspiring and learning.
Cheers.

Digitalwerk
03-30-2007, 02:27 AM
This will be hard to optimize for CryEngine 2 ^^ believe me...

But nice style - i like it very much.

Stefan-Morrell
06-02-2007, 05:58 AM
here's a bit of an update with some in-engine screenshots(these are the first screens of any mod using cryengine2)..
..still very much work in progress

http://home.xtra.co.nz/hosts/polycount3d/OE2_template02.jpg

http://home.xtra.co.nz/hosts/polycount3d/OE2_template.jpg


http://home.xtra.co.nz/hosts/polycount3d/OE2_template151.jpg

euclidius
06-02-2007, 06:02 AM
hoollyy crapp! :eek:

maan.. I am still getting use to Roboblitz UE3- slow down man you're giving me a heart attack-- geezz Cryengine 2 is something!- hey? are the tree alpha shadows baked in? or real time shadow?

Stefan-Morrell
06-02-2007, 06:22 AM
hoollyy crapp! :eek:

maan.. I am still getting use to Roboblitz UE3- slow down man you're giving me a heart attack-- geezz Cryengine 2 is something!- hey? are the tree alpha shadows baked in? or real time shadow?

the shadows are all in real time,it's a sweet engine,cant wait to see other teams using it
..btw,these screens are taken with a crappy old radeon9600 card,I'm upgrading soon to something with dx10 to show off the environments off a bit better

Stefan-Morrell
06-02-2007, 07:21 AM
& here's a couple concept/paintovers:

http://home.xtra.co.nz/hosts/polycount3d/OE2_con1.jpg

http://home.xtra.co.nz/hosts/polycount3d/OE2_con2.jpg

psychojohno
06-02-2007, 08:03 AM
very nice! Just wondering how and where you got your hands on cry engine 2? Can anybody get it or just you guys?

AOliver
06-02-2007, 09:42 AM
Stunning work dudes, looks insanely good. BTW are those leaves in the ground physically simulated? Just curious.

This will be hard to optimize for CryEngine 2 ^^ believe me...

Do you work for Crytek then, care to comment more about urban environments and CE2 performance? Plz :)

duke
06-02-2007, 09:51 AM
I believe OE are one of 2 mod teams given exclusive early access to the Crysis/Cryengine2 tools in the hope that whatever the mods would be, would be ready at or shortly after release (I think).

HellBoy
06-02-2007, 01:11 PM
At first I was like this (http://primates.ximian.com/~jimmac/slides/tango/img/shocked.png) then I was like this (http://www.noooz.com/archives/gfxbin/2006/05/shocked.jpg) :D

Nice work mate :thumbsup:

Bond394
06-02-2007, 03:43 PM
This is some of the best work I've seen. If I could be 1/10 of the kind of artist you are I would die a happy man. Btw could we see more split screens of your work, its cool to see how you go from wire frame to finish product.

ocarian
06-03-2007, 01:00 PM
very impressive work Stefan-Morrell
I can't wait the end on 2007 to make some test with on sandbox 2 Editor :bounce: arff !

you work on DX9 version ?

I saw this engine in action in a french architecture Studio and i can say, it's very impressive

you have some other render in differentes hours, in the night for exemple?


so good luck for the next of the mod :thumbsup:

Rotab3D
06-13-2007, 01:09 PM
Hey stefan .. i am watching your work for a long time now ... and this is really inspiring and great stuff you show ..
your are one of my favorite texture artists :)
i'm kinda new in game industry and i have one question regarding the 2 buildings you posted here on page 2 the ones before the dumpster .. can you tell us how many polys per building and how many teaxtures used for the single building or is it only one texture ..??
thanx in advance keep it up man ..

Best regards ,
M.Rotab

Stefan-Morrell
06-13-2007, 01:58 PM
you work on DX9 version ?
I saw this engine in action in a french architecture Studio and i can say, it's very impressive
you have some other render in differentes hours, in the night for exemple?


hi..yea I'm still on dx9 via a radeon 9600,i'll be upgrading that soon,& will post some different time of day shots/animations at a later date..the 'time of day' lighting is an awesome tool to work with in cryengine :)

Rotab3D..each building uses one *1024x map ,though being a wip everything is up for change,(*not to be read as official crytek specs)

joelrodrigues
06-13-2007, 05:25 PM
Hi Stefan,

As Rotab3D, your are one of my favorite texture artists.
TEXTURING is something that i am very noob.
Could you recommend any book or video tutorial or something else you think will really help me in terms of texturing for games?
I really would appreciate that.

Best regards!

Kanga
06-21-2007, 12:13 AM
Very inspiring work and quitea few great links!
Thanx alot for sharing and may the force be with you.

Cheerio Chris

Stefan-Morrell
09-06-2007, 06:55 PM
joelrodrigues, no one book comes to mind,check out amazon.com for 'game art' books

here's an update on the environment...
a couple more in-engine screens & some wires..still got lot's of work to do :wise:,ignore the graffiti alpha & the buildings are still needing more general wear & tear but you get an idea of the direction it's going ..& still rendering on the crappy ol' radeon too:D

Cheers




http://www.stefan-morrell.com/oe2/buildingwire_1.jpg

http://www.stefan-morrell.com/oe2/buildingwire_2.jpg

http://www.stefan-morrell.com/oe2/screen001_144004.jpg


http://www.stefan-morrell.com/oe2/OE2template_1440_offline.jpg

http://www.stefan-morrell.com/oe2/OE2template_1440_offline02.jpg

http://www.stefan-morrell.com/oe2/tscreen003_1440061.jpg

Digitalwerk
09-06-2007, 07:02 PM
nice stuff!!:thumbsup:

ali-rahimi-shahmirzadi
09-06-2007, 07:07 PM
Amazing.
What kinds of lighting you are using? dynamic ambiance occ + env cube map ?
Thanks.

Stefan-Morrell
09-06-2007, 07:50 PM
thanks Digitalwerk:thumbsup:

Ali:
"What kinds of lighting you are using? dynamic ambiance occ + env cube map ?"

sadly I havent had much time to play with the lighting of these images so for now it's pretty basic,whatever the default is in the editor,for the night shot I just dragged the time of day slider to around midnight
I'll work on the lighting later


btw ,speaking of lighting..I found this nice article recently,it should be handy for all game level lighters:
http://www.cybergooch.com/tutorials/pages/lighting_rfom1.htm

found here in the lighting forum:
http://forums.cgsociety.org/showthread.php?f=21&t=527099

dtschultz
09-06-2007, 08:25 PM
Inspiring work as always. Seriously.

Can I ask a basic question: you say you're using an alpha plane for the graffitti, how are you applying the dirt? It looks like you might be painting the dirt into a tiling map (is the tiling map 1024), but I could be wrong. I have to look hard to see if it is tiling (which is, of course, due to your skill), but I am just curious how you are accomplishing this.

Thank you very much, in advance.

joelrodrigues
09-07-2007, 04:12 AM
Ok Stefan Morrell... Anyway, thanks very much for your reply man... I hope some day i could model buildings usings your techniques...

ocarian
09-07-2007, 08:41 AM
very impressive work :bounce:

this engine is very powerful (the render is crazy :))

I waiting november to work on :cry:

nice work again

euclidius
09-07-2007, 09:06 AM
great work Steffan- I always find postive motivation every time I see you work :thumbsup: and thank you for that Insomniac article! those are quite inspiring!

Stefan-Morrell
09-07-2007, 09:15 AM
Can I ask a basic question: you say you're using an alpha plane for the graffitti, how are you applying the dirt? It looks like you might be painting the dirt into a tiling map (is the tiling map 1024), but I could be wrong. I have to look hard to see if it is tiling (which is, of course, due to your skill), but I am just curious how you are accomplishing this.


the tiling map(for the brick at least) is only 512x,there is a 1024 on one of the facades but that might be dropped down to 512 also
most of the dirt/grime is painted on the maps & I push the uv's around to make best use of different parts of the texture..there's a whole lot of focused grime yet to be added,most of that will be done via decals
the graffiti is all one texture,rather than adding all those decals in the engine I figured it would best/easiest to overlay them onto the model in max & just cut out the little bits(tags) that I want,that way all the graffiti in the scene is only one drawcall
the two buildings in the night shot are also using a 512 each,these should be distant buildings that the player hopefully never gets too close to

Cheers
Stefan

Stefan-Morrell
09-07-2007, 09:18 AM
euclidius,ocarian,joelrodrigues..thanks for the comments guys:thumbsup:

BahamutNemesis
09-07-2007, 11:22 AM
Very good work.
I'am also interested in CryEngine2 Modding (or the 1 if we can apply our gameplay). It gives a really good feeling.
I will follow this topic with care.

Takkik
09-07-2007, 01:45 PM
nice and interesting work. Since the begining i find this post inspirating. I hope to be able to change my graphic card for play crysis (and your mod) in good conditions (and play with the editor). Please change your quickly and post us some dx10 shots :). From the movies i've see the lighting seems really better in dx10.

A question, how do you create levels in Crysis. In a movie I've see that you can create level with building block meshs + terrain generation, but your urban scene seems to have be done in max and imported like that in the engine. So what is the (best) way to work? creat a complete level in max or just building blocks like walls, building parts and assemble the level in the editor... or a mix of the two perhaps (depanding the level).

dtschultz
09-07-2007, 02:29 PM
the tiling map(for the brick at least) is only 512x,there is a 1024 on one of the facades but that might be dropped down to 512 also
most of the dirt/grime is painted on the maps & I push the uv's around to make best use of different parts of the texture..there's a whole lot of focused grime yet to be added,most of that will be done via decals
the graffiti is all one texture,rather than adding all those decals in the engine I figured it would best/easiest to overlay them onto the model in max & just cut out the little bits(tags) that I want,that way all the graffiti in the scene is only one drawcall
the two buildings in the night shot are also using a 512 each,these should be distant buildings that the player hopefully never gets too close to

Cheers
Stefan

Thank you for the explanation, Stefan! I am guessing when you are speaking of pushing around the uvs, you mean you are breaking them up so the tiling is not as obvious?

Stefan-Morrell
09-08-2007, 06:27 AM
Thank you for the explanation, Stefan! I am guessing when you are speaking of pushing around the uvs, you mean you are breaking them up so the tiling is not as obvious?

yea,when I do the uv's I work with the uv window open & the texture displayed as the background,I also have the textured model in view in the viewport,so while I push the uv's around I can see how it relates back to the model in the viewport & get the best from the texture

Takkik:
I'm creating the bulk of the scenes in 3dsmax then breaking them up into manageable assets to be moved aound in cryengine,so while the bulk of that scene is made in 3dsmax the various parts are seperate entities(.cgf brushes),leaving more options for changing parts around when editing the level

dtschultz
09-08-2007, 02:05 PM
That makes sense. Thanks for the explanation, Stefan.

Wiruz
12-24-2007, 12:22 PM
Wow this is awsome!!

I have a couple of questions though if thats okay

When you build these buildings in modules how do you manage them to fit eachother?i mean do you build one wall at the time and try to gt them to fit?

I am trying to build a house of 1 mesh and i find it very difficult to keep everything apart,Especially when working with the interior of the buildings.Im doing this for Call of duty 4 or parhapps a UT2007 map which is the editor im used to work with

I have try to make modules but its a hell getting everting to fit eachother,Do you have any tip or a good tutorial explaining the workflow?

Awsome work anyway!!!

Stefan-Morrell
12-28-2007, 04:52 AM
Wow this is awsome!!

I have a couple of questions though if thats okay

When you build these buildings in modules how do you manage them to fit eachother?i mean do you build one wall at the time and try to gt them to fit?

I am trying to build a house of 1 mesh and i find it very difficult to keep everything apart,Especially when working with the interior of the buildings.Im doing this for Call of duty 4 or parhapps a UT2007 map which is the editor im used to work with

I have try to make modules but its a hell getting everting to fit eachother,Do you have any tip or a good tutorial explaining the workflow?

Awsome work anyway!!!

I guess the most obvious tip for working in modules is to work(at least when getting the basic shape down) with snaps on

I try to make whole buildings then break them apart into manageable assets..or some buildings,like the one below I'll leave as whole objects,where everything is a single assest except the bottom floor..so I can stack the floors up & make it taller if needed.

cheers
Stefan








http://stefan-morrell.com/oe2/oe2wip12.jpg




http://stefan-morrell.com/oe2/oe2wip13.jpg

duke
12-28-2007, 12:16 PM
That's a hell of an efficient UV map. Do you do LOD meshes for crysis and does that method of relying on mesh cuts for texturing limit your options? Do you get bleeding between the texture details in the MIP-maps?

Sa74n
12-29-2007, 07:23 PM
very sexy stuff there, mr. morrell

BoBo-the-seal
12-30-2007, 03:55 AM
Very nice work!

TheNeverman
01-04-2008, 03:05 PM
beautiful work...
do you have a floor plan your following or is this neighboorhood based on an actual location?

ocarian
01-04-2008, 03:48 PM
very nice work
good modeling Stefan

and this engine is very powerful
I try to make some MP maps for Crysis
Sandbox2 is a great editor and userfriendly

good luck for the rest :thumbsup:

antodonnell
01-04-2008, 09:16 PM
really excellent uv layout and great results in modelling too. Cant wait to see future pieces. I do prefer the red bricked buildings from earlier in the thread :thumbsup:


Maybe some dirt and grime near the base of the building will help a lot.

caseofchill
01-05-2008, 09:58 PM
Fantastic work. I'm hoping to break into the industry as an environmental artist, so this thread is quite inspirational. Keep up the good work.

JesseMoody
01-09-2008, 07:48 PM
good to come back and check this out after not looking for a while.

Always a fan of your work. Keep me updated.

myd00m
02-09-2008, 11:13 AM
the more i see the oe2 stuff the more i want to play it...looks so freakin sick!

carlg
02-09-2008, 04:38 PM
I have a question about this pic that you posted:

http://img261.imageshack.us/img261/1386/oe2wip12qo9.jpg

In the unwrapped texture, it looks like you've mapped both the flat "pillars" and the rest of the wall all in one go (where the arrow is). How do you avoid getting streaky bits on the sides of the pillars (circled area)?

I hope that made sense. http://forums.cgsociety.org/images/icons/icon11.gif

Stefan-Morrell
02-09-2008, 04:57 PM
hi carl..the sides of columns/window insets etc are mapped seperate to the main facade,then stitched into place.or manualy placed to take best advantage of the texture

Cheers
Stefan

carlg
02-10-2008, 05:21 AM
Ahh, so they're not in that unwrap at all, is what you're saying... interesting.

Terrific work as always, by the way.

Stefan-Morrell
02-10-2008, 06:02 AM
Ahh, so they're not in that unwrap at all, is what you're saying... interesting.

Terrific work as always, by the way.

I do the texture before the uv's so rather than painting on a template I'm matching uv's(& the model itself) to a premade texture.

here's a shot of just the uv's
http://stefan-morrell.com/uvsoe2.jpg

CodeVeroby
02-10-2008, 01:15 PM
That's one of the best UV maps iv'e ever seen ! how high are the textures for the building ?

carlg
02-10-2008, 05:09 PM
I do the texture before the uv's so rather than painting on a template I'm matching uv's(& the model itself) to a premade texture.


Yikes.
I guess it's easier when you're working on a relatively flat surface like the side of a building, but still... Yikes.

I have another question I just thought of, actually. I was looking over your thread, and in your very first picture, you have a building with these little decorations over each window. How much of that is actually modeling and how much of it is normal maps? If it's not too much trouble, would you mind posting a wire frame pic of that bit? http://forums.cgsociety.org/images/icons/icon11.gif

Stefan-Morrell
02-11-2008, 10:12 AM
CodeVeroby..that last one was rendered at 512x..though I'd expect to be using a 1024x in game

Carl..here's a wire of that building:

http://stefan-morrell.com/oe2building04.jpg

Stefan-Morrell
02-11-2008, 11:06 AM
here's some more buildings I'm doing for other projects.


http://stefan-morrell.com/oe2wipbldg4.jpg

http://stefan-morrell.com/oe2wipbldg5.jpg

Stefan-Morrell
02-11-2008, 11:06 AM
& another.....

http://stefan-morrell.com/oe2wipbldg7.jpg

http://stefan-morrell.com/oe2wipbldg6.jpg

Rotab3D
02-11-2008, 11:11 AM
Helloo stefan ,
This is really great update , i do like the way you texture your building .
cant wait for more updates .

Thewiruz
02-11-2008, 11:33 AM
That is just amazing,Can u please show me the uv map and colour map of the tall building?How meny maps did you use for that building?just amazing!!

ColinRoss
02-11-2008, 11:44 AM
Inspiring work I must say. Cheers for the information you're sharing about your process as well. Never thought about ever creating the texture and then just matching the UV's after for buildings.

Loving the detail as well on those images you posted up last. Great stuff.

skidu
02-11-2008, 11:53 AM
Great work Stefan, i always look forward to seeing your updates.

Just a quick question regarding your workflow on your building work in general,

How do you go about cutting in archs and other intricate detials whislt keeping the mesh realtively clean? I've experimented with splines/shape merge and booleans but it tends to a mess of the edge flow.

Thanks

copain
02-11-2008, 02:33 PM
some nice tiling of textures there, well done.

caseofchill
02-11-2008, 07:07 PM
This seems to be a really good thread to keep checking in on. You have lots of great work.

gsokol
02-12-2008, 05:33 AM
Holy hell how did I miss this thread. Haha its work like this that keeps me motivated. My hat is off to you, sir.

myd00m
02-12-2008, 07:17 AM
i swear man everytime im discouraged form 3d...especially now since i cant get a job anywhere...i look at your work and push harder...lol

duke
02-12-2008, 08:50 AM
You're HIRED

Drevlin
02-12-2008, 07:02 PM
Very impressive work. I'm quite awestruck by the stuff in this thread and as an aspiring environment artist its a good motivation!

x70
02-12-2008, 08:46 PM
Great Googely Moogely that looks great!

Way to go mate top notch job. Cheers:thumbsup:

duke
02-13-2008, 09:30 AM
I do the texture before the uv's so rather than painting on a template I'm matching uv's(& the model itself) to a premade texture.

here's a shot of just the uv's
http://stefan-morrell.com/uvsoe2.jpg

What kind of pre-planning do you do to know what you need to put on the texture? Just write down all the elements you need? I'd be too scared that i'd forget something :p

Also do you do the same for your decals? A common texture sheet with dirt and graffiti and stuff?

carlg
02-14-2008, 12:49 AM
Stefan, thank you for your quick response. By the way, have you been to Montreal or something? Cause I'd swear that cross-shaped skyscraper on the lower right looks just like Place Ville-Marie...

akvan
02-14-2008, 02:18 AM
amazing work! stefan, you need to make an Environment Modeling tutorial CD someday, I would totally buy it :)

JezGreen
02-14-2008, 03:12 PM
I can't really add anything that hasn't been said.....Great work :thumbsup: .You've inspired me to try some skyscrapers

J-RBeans
02-15-2008, 08:21 PM
Really nice work, thanks for sharing your WIP. I wish I would have seen this before.

Is it possible to see some more shots of both meshes and textures?

Thanks!

Faveral
03-16-2008, 08:11 AM
So that's what you were doing!
Great work, as usual!

ashe
03-19-2008, 08:53 AM
Hot Damn! Excellent stuff here! I never thought of doing the texture first then model the planes using the texture and UV's. Thats awesome!

ashe
03-19-2008, 02:02 PM
Hey Stefan I have a garage already modeled, is it possible to create the texture first without using the UVs as a template then push and pull the UVs to get the desired effect? Also how do you UV say a long wall without blurring, do you break it up in the UV editor so the wall can be scaled therefore have hi res textures?

Stefan-Morrell
03-19-2008, 02:59 PM
Hey Stefan I have a garage already modeled, is it possible to create the texture first without using the UVs as a template then push and pull the UVs to get the desired effect? Also how do you UV say a long wall without blurring, do you break it up in the UV editor so the wall can be scaled therefore have hi res textures?

for a long wall I just scale the uv's till it looks right..if you work in the uv editor while viewing the textured model then you can quickly see any stretching..I also use the checkerboard texture a lot to avoid any distortion.

ashe
03-19-2008, 03:28 PM
for a long wall I just scale the uv's till it looks right..if you work in the uv editor while viewing the textured model then you can quickly see any stretching..I also use the checkerboard texture a lot to avoid any distortion.

Do you scale it even pass the UV border box in the editor? Also looking at your UV layouts it looks pretty chaotic are you using material groups to organize things better?

Stefan-Morrell
03-19-2008, 03:42 PM
Do you scale it even pass the UV border box in the editor? Also looking at your UV layouts it looks pretty chaotic are you using material groups to organize things better?

yea ,dont let the borders stop you..I scale the uv's till they look good & consistent across the whole model/scene.
if it's a template based texture with ao baking & other goodies then I'll make a clean uv layout.but for buildings you generaly need to get in & scale uv's outside of the main grid

the uv's may look chaotic but while I'm working I'll only ever see portions of that..if I'm mapping a column for example then I'll detach it from the main mesh..or apply a uv edit via element..so that I'm only seeing that one object in the uv editor.

ashe
03-19-2008, 05:29 PM
yea ,dont let the borders stop you..I scale the uv's till they look good & consistent across the whole model/scene.
if it's a template based texture with ao baking & other goodies then I'll make a clean uv layout.but for buildings you generaly need to get in & scale uv's outside of the main grid

the uv's may look chaotic but while I'm working I'll only ever see portions of that..if I'm mapping a column for example then I'll detach it from the main mesh..or apply a uv edit via element..so that I'm only seeing that one object in the uv editor.

Ahhhh...Okay i see thanks for clearing that up and great work BTW.:thumbsup:

ashe
03-21-2008, 07:44 AM
So far so good, but im going to put the finished product in a new thread. This techinque is pretty darn simple, but moving those point around even with the preserve UV button on can get tricky.

Stefan-Morrell
03-21-2008, 08:45 AM
So far so good, but im going to put the finished product in a new thread. This techinque is pretty darn simple, but moving those point around even with the preserve UV button on can get tricky.



try to avoid using ngons with preserve uv's..it works much better when your points are all connnected & your using tris or quads

ashe
03-21-2008, 08:56 AM
Can you show me where u see an Ngon on the screenshot?

Stefan-Morrell
03-21-2008, 09:04 AM
Can you show me where u see an Ngon on the screenshot?

http://stefan-morrell.com/fascadh.jpg
the part named 'select' is an ngon..anything with mre than 4 verts is an ngon.. all the edges marked green dont need to be there either

also could you please remove the image from your last post & link to an image instead?

ashe
03-21-2008, 09:18 AM
Thanks im looking at it now.

Stefan-Morrell
03-21-2008, 09:25 AM
cool..& thanks for changing the image link :)

Mechwarrior123
03-24-2008, 05:55 PM
I have a question for you. Where do you find the side views of those buildings, and how do you model them into a plane with a texture on it without the texture being distorted, i've seen a tutorial on this before but I can't remember where it was :(

Good work though, I too am on a crysis mod team :)

Stefan-Morrell
03-24-2008, 07:07 PM
I have a question for you. Where do you find the side views of those buildings, and how do you model them into a plane with a texture on it without the texture being distorted, i've seen a tutorial on this before but I can't remember where it was :(

Good work though, I too am on a crysis mod team :)

best to start with as good a photo as you can find,one that shows a front on view with as little shadows & highlights baked in..then use the distort tools in photoshop to tweak it into the shape
i use either my own photos or those from cgtextures.com..or environment-textures.com

Cheers :thumbsup:

Mechwarrior123
03-25-2008, 04:14 AM
best to start with as good a photo as you can find,one that shows a front on view with as little shadows & highlights baked in..then use the distort tools in photoshop to tweak it into the shape
i use either my own photos or those from cgtextures.com..or environment-textures.com

Cheers :thumbsup:

Those sites provided are an excellent resource, thanks alot!

But there's another thing I was wondering. In this picture you posted http://img296.imageshack.us/my.php?image=fascadesampeh7.jpg

you have it modelled into the texture, now i'm 100 positive the model wasn't unwrapped and skinned, it appears as if a ref image of a wall was placed on a plane and then modeled into. The problem I'm facing is with my reference image moving as I move verts etc, how would I fix this so that it doesn't do this?

BakerCo
03-25-2008, 06:15 AM
it looks to me like he modeled the wall and then planar mapped the whole thing over the image

Stefan-Morrell
03-25-2008, 06:36 AM
Those sites provided are an excellent resource, thanks alot!

But there's another thing I was wondering. In this picture you posted http://img296.imageshack.us/my.php?image=fascadesampeh7.jpg


that's not my image..that was posted by ashe

"The problem I'm facing is with my reference image moving as I move verts etc, how would I fix this so that it doesn't do this?"

use 'preserve uv's' ,avoid n-gons when doing so...& be prepared to remap certain parts..since it's usually a planar map that shouldnt be too much of a problem.
using the cut & slice tools is a good starting point,

Mechwarrior123
03-25-2008, 03:12 PM
Thanks alot!

akvan
03-25-2008, 09:36 PM
I just want to point out for those using Maya 8.5, that preserve UV's is a plugin that is included in the Christmas Bonus Tools pack (an update to the Bonus Tools for 8.5). I wish I could provide a link but it's so horribly hard to find stuff on their "Area" site.. so I put it up on zshare christmasbonustoolsmaya.zip - 0.03MB (http://www.zshare.net/download/9528250526ed8d/)

Tiberius
03-26-2008, 09:39 AM
If you have a UVW modifier in your stack, you can edit the mesh without distorting the UV's by clicking the "show end result" button (it's next to the thumbtack button below the modifier stack) and going back down to Editable Mesh/Poly (this is lower in the stack than the UVW modifier). The "show end result" button will continually reapply the UVW coordinates no matter what changes you make to the mesh. This isn't perfect for all situations (particularly if you have a complex modifier stack), but for simple planar projections, it works pretty well.

I generally use "preserve UVs" myself, but you do have to be careful to keep your model relatively clean (as has been mentioned).

ashe
03-26-2008, 12:32 PM
If you have a UVW modifier in your stack, you can edit the mesh without distorting the UV's by clicking the "show end result" button (it's next to the thumbtack button below the modifier stack) and going back down to Editable Mesh/Poly (this is lower in the stack than the UVW modifier). The "show end result" button will continually reapply the UVW coordinates no matter what changes you make to the mesh. This isn't perfect for all situations (particularly if you have a complex modifier stack), but for simple planar projections, it works pretty well.

I generally use "preserve UVs" myself, but you do have to be careful to keep your model relatively clean (as has been mentioned).


Thanks that does help a lot!

ashe
03-31-2008, 03:21 AM
One more thing can this your techinque for building be useful for modeling vehicles? For instance could i have a plane with a picture of a side view car. Then, cut and extrude part from the picture plane to make the side of the car?

salman-fas
04-01-2008, 03:16 AM
One more thing can this your techinque for building be useful for modeling vehicles? For instance could i have a plane with a picture of a side view car. Then, cut and extrude part from the picture plane to make the side of the car?

It won't be a good idea. Instead use image planes in background for reference

Sampsonx
04-06-2008, 01:54 AM
Hey stafan, i sent you an emai/pm. would you be able to get back on it?

Sampsonx
04-09-2008, 08:54 AM
Heres my go at using something like your style. i made my own texture using stuff from cg-textures.com. the problem is. i don't know how to finish it both on the top or on the bottom. Crits?

here (http://img209.imageshack.us/img209/7686/myattemptmh1.jpg)

(http://imageshack.us)

Stefan-Morrell
04-09-2008, 05:00 PM
that looks pretty decent Sam..for the top & bottom you might create a new material,a generic tiling concrete one,model some basic trim for the bottom of the building,do the same for the top & cap the roof.
I would aslo recommend moving around some the window uv's so the repetition isn't so obvious,could be as simple as moving one uv face so it uses a different window

Cheers
Stefan

Sampsonx
04-11-2008, 08:14 AM
okay, i had a crack of creating the bottom.
here (http://i42.photobucket.com/albums/e306/sampsonx/BFG2%20Work/lookingaweseome.jpg)

MassiveOverHual
04-15-2008, 07:34 AM
shocked i miss this thread till now loved going thru each page looking at your work i have a question also in post 116 page 8 the picture at the bottom of that post is that area from the matrix it just looks so familar?

crumbum
04-20-2008, 12:38 PM
LEET !

great frekin stuff here . do you have a website or anything .

Stefan-Morrell
04-21-2008, 08:27 PM
here's a couple more cryengine2 renders..still very much wip & lots of changes to make with these assets..but I just wanted a quick environment to try out some lighting & atmosphere fx...final dressing with props etc hasnt been done yet & the road texture is just a place holder :)

*excuse the artefacts on the images,I'm getting these weird lines when taking hi-res screenshots

http://stefan-morrell.com/oe2env1.jpg

http://stefan-morrell.com/oe2env2.jpg

http://stefan-morrell.com/oe2env4.jpg

http://stefan-morrell.com/oe2env6.jpg

skidu
04-21-2008, 08:47 PM
Impressive work, btw are you taking these screenshots ingame or in the editor, because i remember there being a graphics bug if you use "e_screenshot" ingame.

Stefan-Morrell
04-21-2008, 08:52 PM
thanks :)
Im taking them in the editor..& just figured out the artefacts are from having quality at 0..should have been 100:scream:

Digitalwerk
04-21-2008, 09:12 PM
Nice stuff, is the MOD still alive?

ashe
04-21-2008, 09:26 PM
Excellent work Stefan. DO you ever re use certain props or buildings for environements?

Flewda
04-21-2008, 10:02 PM
Looking great Stefan! Your work is always great!

infi
04-21-2008, 11:49 PM
there's something bugging me on the second screenshot, the building with all the lights on in the background, looks like an optical illusion, the bottom seems to be in front of the bridge, while the rest of it is behind the bridge, also it seems to be placed differently than in the other images.

other than that, it's looking great for sure.

joelrodrigues
04-22-2008, 03:00 AM
Great job SM! Congrats!
Is it possible to see some buildings just in SHADED mode (without textures)?

Cheers!

bradw
04-22-2008, 03:53 PM
Top Stuff Stefan!
I still think that occasionally you've subdivided small details too much. Mainly on details underneath the windows. Small complaints really in what is some slick work.

The texture work is definitely a strength, and more power to your mod :)

carlg
04-22-2008, 04:20 PM
If you keep going like this, I'm going to use up my annual quota of "wow"s by the end of April.

I looove the rainy pic -- if my projects look half that good at the end, I'll be ecstatic. :)

Stefan-Morrell
04-23-2008, 10:29 AM
thanks guys:thumbsup:

Digitalwerk ..yes,the mod is back in action after getting a much needed sdk update

ashe...yes,I'm always merging my old models into new scenes,though I do try to make new ones aswell..btw,saw your final building in the 'what your working on thread'..looks really nice,well done!

infi..yea,ignore it..as mentioned above the placement is just quick & dirty,the scale on some objects in relation to each other is massively off too..that particular building I think is placed in the middle of the road which is why it might look off:blush:

Cheers
Stefan

ashe
04-23-2008, 12:27 PM
thanks guys:thumbsup:

Digitalwerk ..yes,the mod is back in action after getting a much needed sdk update

ashe...yes,I'm always merging my old models into new scenes,though I do try to make new ones aswell..btw,saw your final building in the 'what your working on thread'..looks really nice,well done!

infi..yea,ignore it..as mentioned above the placement is just quick & dirty,the scale on some objects in relation to each other is massively off too..that particular building I think is placed in the middle of the road which is why it might look off:blush:

Cheers
Stefan


Thanks i really appreciate that, and soon i will be doing more buildings but right now im working on a garage interior. One more question, do you ever use decals on your buildings? Like snow textures or mold?

Sampsonx
04-24-2008, 03:20 AM
what do you do with the parts that have been extruded in/out, from a planar map they get stretched uv's?

finchy
04-24-2008, 09:45 AM
Amazing work!

Dekard
04-25-2008, 04:51 PM
Great stuff man, i've been using maya for many years and decided to start picking up max due to recent art test. I may not get the job since it took me a few days to pick up, I created a building using some of what I learned from ya. :D

Click here for image (http://www.jeremylindstrom.com/images2/screen1.jpg)


Also, if you want I can post a link to the Environment Modeling FAQ if you'd like. Awesome stuff. :)

csyou
05-01-2008, 11:02 AM
Hi Stefan, your works very good! :D

http://stefan-morrell.com/oe2wipbldg4.jpg

These are OE2's building? I want to see the buildings in Sandbox2!!! Please!

Stefan-Morrell
05-01-2008, 01:32 PM
Sampsonx[/color]]what do you do with the parts that have been extruded in/out, from a planar map they get stretched uv's?

use an automatic flatten for those selected uv's..then place them where they need to go on the texture & (if possible)stitch the uv's back together

ashe..Decals,all the time..very handy for all sorts of things
Dekard..cheers for the Polycount forum plug :beer:

csyou..sorry,that building was made for a different project so it's not setup for the sandbox,

CrazyMatt
05-01-2008, 02:00 PM
Awsome work stefan! As I always say, you're work makes me wet! :D

Keep it up!!!

Dekard
05-01-2008, 03:00 PM
For those of you asking about Environment Modeling, Stefan allowed me to put some of his knowledge on loan over at Polycount. :)

Environment Modeling FAQ & Resources (http://boards.polycount.net/showthread.php?t=53002)

csyou
05-04-2008, 08:21 PM
Thanks Stefan. I have 2 question. :D

1. Those buildings have occluder proxy? If there are not occluder proxy, objects don't omit hidden polygons & drop performance in CryEngine2. :)

2. You will release those buildings? It means... free assets for modder. ;)

Phennim
05-05-2008, 01:01 PM
great work

CrazyMatt
05-05-2008, 06:12 PM
Thanks Stefan. I have 2 question. :D

1. Those buildings have occluder proxy? If there are not occluder proxy, objects don't omit hidden polygons & drop performance in CryEngine2. :)

2. You will release those buildings? It means... free assets for modder. ;)

I can answer these questions for you since i'm taking art lead for the team.

-1. All objects in the game will be utilizing occluded proxy & physical proxy for optimum performance. As we are targeting the DirectX 9 audience in mind. Because with all this DirectX 10 gotta have the top notch rig. It's just not bringing good results for most of the community other than those who have a great rig.

-2. The models that are produced for Obsidian Edge 2 are OE2 only, but you are free to use them in creating you're own OE2 map once OE2 is released.:)

csyou
05-06-2008, 12:31 PM
Wow!!! Thanks OE2 team! :eek:

ashe
05-07-2008, 04:34 AM
Hey Crazy Matt are looking for anymore modelers for OE2? If you are im up for some enviroment and prop work.

Bambooben
05-11-2008, 05:12 AM
I am also on the mod team, and I think Crazy Matt has been very busy rounding up the troop since his recent promotion on the team.

To answer your question though, of course the OE team is always looking for new talent. As a matter of fact there was a post just yesterday in our private forums about some of the guys needing to get together and review a couple of new applicants.


Feel free to supmit an application and some reference stuff, and the guys will have a look when they take a moment away from working on the OE2 mod. :D

Links for you:
http://www.obsidianedge.net/index.php?option=com_content&task=view&id=116&Itemid=172

http://www.obsidianedge.net/index.php?option=com_contact&Itemid=201

intrikit
05-15-2008, 09:26 PM
i just pissed my pants.

System4321
05-17-2008, 11:34 PM
Incredible! Im just learning to use an editor (UnrealED). I hope I can get just as fantastic results as yourself one day

CrazyMatt
05-18-2008, 05:49 PM
Incredible! Im just learning to use an editor (UnrealED). I hope I can get just as fantastic results as yourself one day

I'm afraid mate that these were all done in CryEngine2, not UnrealED. :)

System4321
05-18-2008, 10:37 PM
I'm afraid mate that these were all done in CryEngine2, not UnrealED. :)

I'm aware of that, just didnt word myself correctly. I meant in the engine i use :) Thanks for pointing it out though

Matroskin
10-04-2008, 04:43 AM
looks like an awesome work is being done for this mod. Indeed, bunch of stuff for me to learn, thanks for sharing ur WIP, Stefan.

I got a couple of questions regarding lighting:

renders in engines look great, looks like there is an ambient occlusion beside regular shadows. Does CryEngine2 create AO during lighting calculations?
Doest it do it in realtime or u do a build each time u want to launch the level in the game? Or u create another map channel and bake AO in max and then multiply it with diffuse in the engine?

Thanks again for this cool thread.

urgaffel
10-05-2008, 02:24 PM
CryEngine 2 does realtime AO. And it looks sweet... :D

rdmlegend
12-24-2008, 08:26 AM
Love the work so far keep it up!

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