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Concept Map Content For Pgi To Consider


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#41 Allfex

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Posted 01 April 2013 - 02:52 AM

There is now way to stay complete free in therms of making good content/textures for cryengine. (there is a way but only with free trials of all the software for 30 days).

For unrealengine there is a completly free way to produce high-quality content with free/open source programms since unreal is using standart formats like .fbx / .tga / .png and so on for al of the content.

PGI is using Cryengine 3 so things starting to get difficult in therms of content/textures and so on. Since you need special cryexporter you are bind to the "state of the art" programms like photoshop, 3ds max , Maya or Softimage.

There was a free professionel 3d package (softimage mod tool 7.5) wich has cryexporter-support but since some months there are no infos to it on the autodesk website. You can still download it i think http://www.moddb.com...age-mod-tool-75 but i have not try it.

I know there is also a way to make something with Blender (a powerfull free 3d Package) http://www.crydev.ne...?f=315&t=103136 and with Gimp ( a powerfull free programm like Photoshop) http://www.crydev.ne...p?f=315&t=72267 but have not tryed it yet.

As Adridos mentioned i would start with the free cry sdk 3 http://www.crydev.ne...detail.php?id=4 and follow some "first level tuts" on youtube... there are tons of them.
If you have no experience with this thing you dont need Sculptingsoftware (a bit of overkill for a beginner).

Cheers

Edited by Allfex, 01 April 2013 - 02:55 AM.


#42 Allfex

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Posted 01 April 2013 - 05:26 AM

Ok folks,

have done some texturework for the colorinformation on last posted image. Have ported the heightmap to cryengine, this time i use only a 1k heightmap and a 2k surfacetex for colorinformations.

Keep in mind the following pic is a very fast import to cryengine, there is only one detailayer aplyed to it. Basic "time of day" (lightning).

Btw i'm now in the process of content creation... starting off with collecting some references, than i look trought my texture-folders. I want at least do round 6 detailtextures for the terrain two of these are 3d textures. I want great detail so i do the basetexture in ps, than moving to 3d coat for sculpting in nice depth... tiling is also done in 3d coat.

On the same time i want to try a tool in worldmaschine (export mesh) and use these as base meshes for big rocks and so on, retopo/uv/textures also in 3d-coat.

Posted Image

texture (sorry forgot to disable the "bsked in lightning". Feel free to paint your ideas in :wacko:

Posted Image

Edited by Allfex, 01 April 2013 - 05:28 AM.


#43 Tice Daurus

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Posted 01 April 2013 - 07:31 AM

I have to say this is really starting to shape up quite nicely. Now...what I'd like to see if possible would be like video fly-by cameras of the maps and posted on Youtube. Of course I'm spoiled like that. Great work guys! Keep it up!

#44 Allfex

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Posted 01 April 2013 - 07:33 AM

Oh my goodness...i absoludly love this .... !!!

Maybe i need no big models for the rock... tryed something...such a time/daysaver... im sure you like it too :wacko:

Edit: I really need a playable mech!!! Could do much faster if i not have to move the reference atlas per hand trought the szene.

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Edited by Allfex, 01 April 2013 - 07:45 AM.


#45 BlackSquirrel

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Posted 01 April 2013 - 09:44 AM

They just need to have a contest. We'll vote candidates get a prize...they get maps made.

Furthermore all they need to do is go over them with a fine toothed comb, and reset up initial rules to parlay with their fears.

#46 Allfex

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Posted 01 April 2013 - 12:20 PM

other perspective...added a base for visualisation...adjusted the brightness a little bit

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#47 Fooooo

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Posted 02 April 2013 - 06:04 AM

Looking good so far allfex. :)

Its really fun to just play around and learn. Its really a very good SDK and engine.




I see you also played around with some voxels there in the last screeny. :o

Keep it up!




Here is some more shots of my jungle map after the bits I did today.... (still no real name)

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Edited by Fooooo, 02 April 2013 - 06:07 AM.


#48 LSlice

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Posted 02 April 2013 - 06:30 AM

I'd like to see another city or an industrial complex. Someplace with value that's worth capturing. Maybe a mech junkyard or factory with some interior room to fight.

#49 Fooooo

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Posted 02 April 2013 - 06:50 AM

View PostLSlice, on 02 April 2013 - 06:30 AM, said:

I'd like to see another city or an industrial complex. Someplace with value that's worth capturing. Maybe a mech junkyard or factory with some interior room to fight.


An industrial complex (most likely underground) is something I want to try next.

Like a mech production facility under the ground in the middle of the map, with 4 tunnels leading to it. (one on each side, N,S,E,W)

Before I really get into doing that tho I have to create some of the facility and the entry doors etc so I can start off the entry caves, then model out the rest of the facility, split it into smaller parts, then put it all together in the cave....

Or just fake the cave by raising some hills and placing a mesh made for it ontop of the facility to cover it etc etc. (both of which would take a while for me solo, but still something I want to attempt)

Edited by Fooooo, 02 April 2013 - 06:55 AM.


#50 tyrone dunkirk

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Posted 02 April 2013 - 10:53 AM

The Canyon and Jungle maps look really neat, and promising. I'm no modeler or map-maker, but I fancy myself a bit of an artist ( drawing pencil&paper/digitally ) and those are locales I'd have 'mechs duking it out in. I'd really love to see, and have wanted this from day 1 basically, a more water-filled tropical map. Kinda like the jungle map Fooooo is making, but with more beaches and water for prolonged gun-fights in a cool and brighter map. I'm really interested on how these are coming along, and the potential this thread holds, so keep it up!

Edited by tyrone dunkirk, 02 April 2013 - 10:53 AM.


#51 Allfex

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Posted 04 April 2013 - 05:44 AM

Today i have started to make my own terrain-textures for my cry-sdk maps. The base-textures are from http://www.cgtextures.com/ (best texturerresource ever).

From this i have done 512x512 tilling textures for diff (highpassed in ps), normal (ddn), displacement and spec. The spec/glossy maps are stored in the diffuse alpha-channels. Have done some 64x64 layertextures too... these are basicly additionell random colorinformations.

Software used PS, 3d-coat, Shadermap 2 Pro.

The workflow for cryengine textures is slightly different than for unreal. Now its time to figure out how to make 3d-textures for cryengine.

This is the first time ever that i have imported own textures to cryengine :D I think, not so bad for the first time.

Posted Image

Edited by Allfex, 04 April 2013 - 05:44 AM.


#52 Tice Daurus

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Posted 04 April 2013 - 09:07 AM

Looking really good so far Allfex. I'm still waiting for someone to do a concept video via Youtube of via their map. I'd love to see how the map looks.

#53 Allfex

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Posted 04 April 2013 - 10:19 AM

View PostTice Daurus, on 04 April 2013 - 09:07 AM, said:

Looking really good so far Allfex. I'm still waiting for someone to do a concept video via Youtube of via their map. I'd love to see how the map looks.


hehe...looks better ingame than the screens :D for my other maps i have done some videos but for this map i want to do a camera-flight maybe 10-15 m above the surface and i want it to be smooth so i have to do it with a camera-path.

But first i want to have more content (own content) in. Have allready some modeling done :ph34r:

Edited by Allfex, 04 April 2013 - 10:20 AM.


#54 Allfex

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Posted 07 April 2013 - 04:45 AM

Finish'd the first "master" texture wich most rock's in my map will get. Imported the first rock-form of a bounch of different rocks, wich if have made, to the cry sdk.

2 x 512 Textures for diff and bump, gloss is in the diff's alpha. 2 lod's. Polycount 800.

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#55 Tice Daurus

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Posted 08 April 2013 - 07:38 AM

View PostAllfex, on 07 April 2013 - 04:45 AM, said:

Finish'd the first "master" texture wich most rock's in my map will get. Imported the first rock-form of a bounch of different rocks, wich if have made, to the cry sdk.

2 x 512 Textures for diff and bump, gloss is in the diff's alpha. 2 lod's. Polycount 800.

Posted Image



Thank goodness you worked on this. I didn't want to say anything but at first, it looked like a flacid ***** at first, but now it looks more like a rock formation with the texturing done to it which looks much better.

#56 Allfex

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Posted 08 April 2013 - 11:26 AM

View PostTice Daurus, on 08 April 2013 - 07:38 AM, said:



Thank goodness you worked on this. I didn't want to say anything but at first, it looked like a flacid ***** at first, but now it looks more like a rock formation with the texturing done to it which looks much better.


Hehe... the screen with the map was only a fast terrain with some textures aplyed... there was no moddeling done :D That thing what you mean was only some fast play with voxels in the editor. Remember...i'm only a noob with cryengine...i'm still waiting for the "pros" wich show something here.

But solong... i have imported some more simple Assets... only 5 Assets but you can allready do thousand of combinations ;) all assets shares the same textures. And dont worry... will do later some colorvariations but for this i want to use decals. Decals are not so expensive for performance. Lighning is also default...nothing tweak'd yet.
And i can change al models on the fly. the "brige-thing" is little to round for me. Dont worry.
Stoped the work on my unreal-project because i'm waiting for unreal-engine 4, this means i have some more "spare-time" for cryengine :D

Posted Image

Edited by Allfex, 08 April 2013 - 11:46 AM.


#57 Ghogiel

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Posted 09 April 2013 - 05:47 AM

View PostAllfex, on 01 April 2013 - 02:52 AM, said:

There is now way to stay complete free in therms of making good content/textures for cryengine. (there is a way but only with free trials of all the software for 30 days).

For unrealengine there is a completly free way to produce high-quality content with free/open source programms since unreal is using standart formats like .fbx / .tga / .png and so on for al of the content.

PGI is using Cryengine 3 so things starting to get difficult in therms of content/textures and so on. Since you need special cryexporter you are bind to the "state of the art" programms like photoshop, 3ds max , Maya or Softimage.

There was a free professionel 3d package (softimage mod tool 7.5) wich has cryexporter-support but since some months there are no infos to it on the autodesk website. You can still download it i think http://www.moddb.com...age-mod-tool-75 but i have not try it.

I know there is also a way to make something with Blender (a powerfull free 3d Package) http://www.crydev.ne...?f=315&t=103136 and with Gimp ( a powerfull free programm like Photoshop) http://www.crydev.ne...p?f=315&t=72267 but have not tryed it yet.

As Adridos mentioned i would start with the free cry sdk 3 http://www.crydev.ne...detail.php?id=4 and follow some "first level tuts" on youtube... there are tons of them.
If you have no experience with this thing you dont need Sculptingsoftware (a bit of overkill for a beginner).

Cheers

You can export assets from google sketchup into CE3.

And CE3 can be fed any old DDS files if you want. The only thing that Crytif does is add some crap to the header.

You're not doing any animation in Sketchup though.

#58 Tice Daurus

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Posted 10 April 2013 - 04:57 AM

Guys, Bryan answered some more questions regarding players creating maps as a possibility, however, I'm trying to get them to get us some more answers so we can figure out if we can further help or assist PGI regarding this and try and clear up the problems that are keeping them from accepting player maps...aka I'm trying my best to help remove the hurdles to make it easier for PGI to allow us to help them.

Here's the link....

http://mwomercs.com/...ost__p__2212170

I've messaged Bryan and Garth to see if they can answer this for us if possible. Hopefully they will see it and get us some more definitive answers.

#59 Nacon

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Posted 10 April 2013 - 08:30 PM

View PostAllfex, on 28 March 2013 - 10:02 AM, said:


Hehe... jeep...something like this but there must be life :P Do you still working on this? Looks like it should only be for some vista-shots?



Was, had to put it on backburner because the map was over 8k x 8k size with unit/2m scale. Too big. It would take more than 20 or 30 Atlas stacked on each others to meet the height of lower cliff to the bottom.

Had moved onto another side project. This time I'm trying to create a moon that was weathered by Solar Flares.
Posted Image

Trying to avoid that typical rain water / Earth weather typical erosion effect. Make them some what brushed up toward the tip and away from the orbiting star. Gonna work on it over Mudbox to create few craters and some mining life or something. I might need some ideas what people are doing on this burning moon.

#60 Allfex

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Posted 10 April 2013 - 11:26 PM

View PostNacon, on 10 April 2013 - 08:30 PM, said:

I might need some ideas what people are doing on this burning moon.


Like the shapes a lot but keep in mind you cant use a heightmap for negativ angles. I would probably do these shapes on the surface in seperate meshes or what's your plan?

For an idea... http://adamburn.devi...tform-361698321





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