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Autodesk Media & Entertainment User Community
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| Crysis Map ~ Vulcano [WIP]
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Hey guys! :)
As my first post here on this community, I’m going to post a few screenshots of my work in progress map for Crysis!
I’m already modeling some assets on XSI to import to my map, which I will be posting them as soon as they’r ingame.
Anyways, I hope you enjoy the screenshots! ;)










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Man that is insane. Everything looks good in the CryENGINE.
Can’t wait to see what you get going! :)
Best,
Leo
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o my thats freak, is it all really realtime??
Or there’s a hi quality takes-forever-mode in the game engine that I don’t know?
And what is your videocard?
I would spend forever to get something looking this nice with mentalray… this light is so good. Next time I will try to just drop on crysis engine
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Thanks guys.
This shots were taken with my Ultra High quality config for Crysis, on my custom map, so yeah, it is obviously real-time and it runs quite well so far, 40/50 FPS’s on my 8800gt.
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Muito bom!
Me deu vontade de fechar o XSI e mandar o mentalray pra lixeira! :)
Very good!
I wanna trow my mentalray license in the trash can :P
how’s the engine for character’s I mean shaders and subsurface those things.. do they have shaders for that? do you export it from XSI shaders or how do you do then?
Thanks for any further explanation on your workflow.
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Yep its a great way of rendering really ^^
The map looks pretty cool, and thinking of Dx10 only started makes feel optimistic for the future.
A year ago i was at the fmx in germany, the biggest conference for animation here. Crytek guys where there of course, and showed quite some of the fancy techniqe for collison/animation on trees and enviroment as well as character-animation system.
They did a very good job, almost crazy, i mean they implemented a softeye rig, and even a [B]saccadic eye movements[/B] system...in a action game :shifty:
They also use some very nifty tricks for the rendering of objects, like a view-dependend darkening based on image depth (z-buffer) makes object look like having a dynamic ambient occlusion although its just a trick.
I really hope that the new Nvidia - Mental Images combo will bring more realtime for us artist, mental mill is a nice start.
how’s the engine for character’s I mean shaders and subsurface those things.. do they have shaders for that?
Jep, they got shaders, and of course there is a subsurface pass, of course simplified but its in there
You can read all the features here http://www.crytek.com/technology/cryengine-2/specifications/
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quite interesting… It makes me think that 3d softwares should go that way as well…
I think the one that gets first on it will shake the market.
realtime stuff… because computers are getting just twice more processors every year… so two years ago the dual core thing started.. last year we had 8 core processors available.. now apple are selling computers with 16 cores… in a few years we gonna have computers with 64 processors or more… then you put a realtime engine on it. :)
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yup nice landscape 0_0.
good job [HP] :).
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Forgive my ignorance, but how do you take what appears to be a very good 2D photograph and turn it into a scene in XSI that an actor can walk around in, interact with, etc. using XSI? In some of these scenes, it appears the actor can wander around in the woods, enjoy the water, and get soaked under a waterfall...how is this accomplished? What kind of time is involved?
MrG
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...and would you mind sharing the original photos so we can see the before/after transformation?
MrG
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That’s hot!!!
I loved Crysis and I would like to make a mod as soon as possible…
The engine is really spectacular, unfortunately I can’t run crysis with maximum config ( poor my laptop! ), but I’ll start to do something, is too interesting!
Good screenshot and really great work!! keep going!!!
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