Thursday, 22 May 2014

Major Project Production #Environment Wall Ride

The next major asset on the list was the wall ride.


The first stage was building a basic frame to fit the wall ride to, For this I create an object from a cube to represent the wooden planks.


I created one of the wall ride planks and tried duplicating it around a spline this became unsuccessful so decided to do them by hand. This was a bad mistake straight way and instead deleted them and started again by duplicating the mesh around 70 and them combined the meshes to create a single mesh which was then bent around a certain angle.


This is what I finally came up with when I used the bend modifier.


I then decided that to add decals to break up the mesh.


This is just the wall ride itself in cryengine as a quick test 

Major Project Production #Environment Jump Landing

So for the landing of the jump I took this image as my man reference for texturing the log parts of the model.

Its from the racing game Motor Storm which is a PlayStation exclusive.


To begin I started by creating the landing ramp itself this will be textured with a mud and grass like texture.


Once I got the shape of the ramp the way I wanted I created the logs, I Created one then unwrapped the mesh before duplicating the mesh.



I created two texture sheets for the logs just like the reference one for the main log texture the other for the ends.


This is a final mesh textured in view port of 3ds max.




Major Project Production #Environment Tents


Next asset to create was the event tents.

For this I created a thin box and beveled the top face while merging verts. For the support legs they are 8 side cylinder with the bottom and top removed.


Here is the large tent texture sheet Diffuse.


Heres the diffuse for the small Tents


In max screen shot of them textured.




Major Project Production #Environment Barriers

The crowd Barriers was the next asset on the list for me to create.


To start with I created a spline in the right shape. By using the Loft tool I was able to create this shape, But also allowed me to quickly UV the object as the same time.


After this I created a 5 sided cylinder, removing the top and bottom as they would never be seen. I correctly unwrapped the model and then duplicated it 12 times.


I created a very basic Cylinder for the leg stand while also deleting the top and bottom once again. I the mirrored the object to the other side to finally complete one leg. I then duplicated the mesh down the object.


Quick render preview of the mesh in marmoset.

Wednesday, 21 May 2014

Major Project Production #Environment Banners


For the banners I started with just basic Meshes.


These are the meshes I went with.


I ensured all the banners to fit on one UV sheet. I created two different Diffuse maps to break up the repetitiveness.


This is the second Diffuse 


This is the normal map I created from NDO using an image of fabric.


Quick render test in marmoset before cryenigne


Banners Imported to Cryengine.

Major Project Production #Environment Dead Branches

From Using existing meshes from my tree I was able to quickly come up with an idea for dead branches to lay across the track.


This is the meshes I created from existing branches very simple as they will only be on screen for a few seconds.



Here they are finished in engine 

Major Project Production #Environment Ferns

For the ferns I created a plane and subdivided it to be 3 by 2 and bent it accordingly, I also UV mapped the plane to hit the UV space length ways. 


Image Shows the plane I created 


After that I duplicated the mesh multiple time arranged them as followed 


Shows what it would look like with texture.


I also created another Mesh and this is what it looks like as a model



With texture



The image above shows the process in which need to export to engine first create a dummy and then link it to the object through a graph like structure then. Make sure you have a crytek shader as the applied shader and use the exporter.


Both meshes in the Engine with the correct material setup.