I'm learning more Cryengine 3 at the moment, and heres a small project I've set myself, slowly building up a 3D room environment. I'll document the creation of all the individual assets on the page "CryEngine Environments"
Ive put together a scene in UDK using the models Ive created in the previous "Romanes eunt domus" posts and added a series of renders on a new page called - More Environments
Using Transfer Map to Produce Normal Maps and Ambient Occlusion
Next, I want some Roman-esque statues to go in my scene. My starting point for this is a likely looking high (35k) polygon model of Venus. The purpose of this exercise is to down-rez a high poly asset and make a more "game ready" approximation of it for use in a real time engine such as UDK.
So, using Maya's Transfer Map function I created a normal map based on the high res version, and created the low res (5100 poly) version to map this on. Transfer Map can also produce Ambient Occlusion based on the high res model.
And then a similar process to produce a statue of Athena;
Ive been working on an IOS title that has come on leaps and bounds in the last few weeks, so I'm putting up a first look on here. It's called Darkwurm, and is an updated homage to classic tile-based games like Dungeon Master, or more recently Grimrock.
Our resident Code Wizard has written a level editor (above) so making dungeon environments is really quick and easy. As we all have proper jobs too, it has been a spare time pursuit, but its been tremendous fun to work on so far, making deadly dungeons packed with treasure, traps and monsters! Art content is largely created in Maya, and we are using Unity to put it all together. I'm the lead artist on the project, who am I kidding? Im the only artist!
Heres a short video of where we are at so far.
Below is a demo of some of the fiendish traps (This is taken from Unity on the Mac, not the IOS device)
Ive come up with this floor material for my Roman style ruin. I based it on a tutorial from www.3dmotive.com, but modded it in several ways to get the effect I was after.
Firstly, I created my own maps, it uses quite a few, Diffuse, Specular and Normal and a MixMap to create the blotchy blended edges of the water. Also, I made it use a SceneCaptureReflectActor to generate more accurate reflections, rather than the cube map it initially used.
Heres some more models for this UDK project, some likely looking pillars, in various states of collapse. These will eventually support stone blocks balanced on top of them
In the material ive added a red channel vertex colour so that we can vertex paint a lichen texture through at various points when the scene is set up.
I've set my students an assignment designed to explore the basics of UV unwrapping and then texturing a low-poly game model. I've done the assignment myself as a chance to learn Blender at the same time.
Ive also set myself the task of getting it into Unity and setting up some simple controls for the tank, to demonstrate building and implementing user-controlled objects into a game.
After a recent period working for Climax Portsmouth, I was keen to continue learning the tool set I was using with them, namely UDK and Maya. Working on a commercial game project is always a collaborative effort, but what i would like to do in this next project is create a small environment in which ive made everthing myself from scratch, so I can really explore environment creation from start to finish.
So as a mini project, over the next few months or so (In between Euro 2012 matches). Ill be building and putting together a series of art assets into an environment, and documenting each bit as i go along.
It'll be in the style of a roman ruin, and ive taken inspiration taken from these depictions of roman architecture.
During my stint with the Crysis 2 cinematic team, I was asked to work on a variety of modelling tasks. Mostly they involved making things blow up! Here, for example, is an exploding window model I created for our hero to smash through during the hair-raising opening trailer.