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"Sun's in the west. I think. Which means that mountain I saw from the beach must be north." Sorry Anne, but my Sun's in the East. The sun position matches the lighting in the original game, but means voiceovers like this are a little inaccurate.

I used some sections of wood here instead of another section of wooden fence, as it looks a bit better and breaks things up a bit.

One of the first custom textures i imported was the blue barrels. I didn't do much work to them, just made sure they tiled correctly, blended them with the top and bottoms of the originals and let the crysis normal maps and detail maps do the rest. Crysis textures are not that details anyway, its the detail maps and normal maps that do most of the work. You can see the dynamic depth of field in action here.

Its nice to be able to see all the way down the end of that valley, the Mountain in the distance and also into Hammond's house. Once things are textured and finished, it should be pretty cool!

The monorail station is one of the few models i textured before importing. It was a rush job to say the least, but it does the job. I forgot the "welcome to site b" button though..

This is a picture of one of the spare Rift Eye Cups placed close to my PC display. I layed some matt finish tape over the screen to try and simulate the diffuse mod people are applying to their rifts.

Gotta love those big chunky terrain decals!

Just working on the new design for the beach.

 

I'm trying to capture the landscape of Kauai and the beaches of Isla del Coco.

 

Kauai is of course where Jurassic Park was filmed and features those iconic cliffs and mountains, and Isla del Coco is the real life island that Trespassers version of Isla Sorna is based on. It has some nice volcanic looking beaches, with lots of rocks and minimal vegetation. Its a nice contrast to the bright lush landscapes of Kauai and i think works well for Trespasser.

 

The off shore rocks are from Trespasser and are just temporary for now, ill replace them with either a new model or some voxel terrain. I'm not sure i'll keep the rocks at all yet, as the blue coral reef looks really nice. Time will tell.

 

A full size Rex is on the beach for scale and the tail of the plane is down there too, scaled up to a more realistic size.

 

I'm aiming for a detail level between Stage 1 and the high detail island from the flythrough video. Rather than keeping the levels exactly as they were, I'll fix a lot of the issues as i go, cleaning up roads, smoothing out blocky terrain and spreading out patchy vegetation.

 

I still have lots of vegetation and objects to add yet, right now im just trying to establish a theme i can run with and then move onto the more open plain areas. Once i have a look nailed down for the beaches, jungles and open plains for the islands south, i'll move north and start working on the pine and redwood forests. Then i'll come back through and finish everything off.

What was once a static animated effect is now real time with dynamic interaction and refraction. The water bounces off surfaces and is affected by gravity, causing it to pool. The water volume is not generated by the water particles, it is a separate volume with its own properties.

Most of the initial starting beach is done, im now moving in land and will work up to about the monorail station, then move onto another area.

 

Draw distance settings are for optimal performance, which also factors in height. So zooming in you can see a lot of the smaller vegetation species in the distant are missing, but in-game this isn't noticeable, its only when you're in "fly mode".

This is just a quick shot of the original Trespasser model for the monorail station in the engine. The model was very quickly given a custom uv map and all original textures combined into a single 1024x1024 image to simplify things.

 

The results are not great, but im only using them as placeholders anyway, so quality is not a concern.

 

All future models will be un textured and just grey in colour, as creating the new UV's takes up more time than im willing to spend on a simple task with such basic results.

Although i forgot to blend the edges of the note with the alpha channel, its nice that the resolution held up and doesn't flicker like the original. The depth of field effect can be seen here again.

The view from up here is pretty nice, even at this early stage. Being able to see the whole town is pretty awesome. I'll be painting the edges of the terrain where the ocean is, to hide the edges of the heightmap too.

This is the new version of the previous shot.

 

This boneyard area is where the large skeleton is found, that you can use to trap the raptors if your running low on ammo. The skeleton models aren't yet in the engine so they are not visible, but rest assured there will definitely be some bones here.

 

The small rock pool on the left is not reflecting anything which is a limitation of the hi-res screen capture mode., normally it has a lovely reflective ripple over it.

For some unknown reason, when i stopped working on the really high detailed version of the island seen in the fly through video, a lot of the materials got corrupted or lost. I hadn't changed directories or anything, i just opened the old map one day and lots of stuff was broken. Bizarre.

 

One of the materials i lost was some nice water with real time reflections.

 

I spent some time today remaking the material and think its looking pretty good. The screenshot quality here suffered as i had to screen grab a low res version of the scene from the editor and paste the water over top of a nice high res capture. The high res e_screenshot command wont capture post processing effects, so the water was just a glowing light blue colour.

Even though the detail level is the same, its amazing how big a difference it makes seeing the surrounding mountains covered in trees.

Most of the initial starting beach is done, im now moving in land and will work up to about the monorail station, then move onto another area.

 

Draw distance settings are for optimal performance, which also factors in height. So zooming in you can see a lot of the smaller vegetation species in the distant are missing, but in-game this isn't noticeable, its only when you're in "fly mode".

A shot of the plants as they originally were in trespasser.

Because the dam is now filled with water, the opening inside the dam wall where Greenwood's body is, will be closed. Some water will be seeping through a small leak though, so it looks like the concept art.

Standing on the final monorail section and looking down Industrial Jungle is pretty sweet, even at this early stage!

I haven't worked on the town again since i got the basic layout sorted, but its already looking pretty cool!

It will be a nice view for players once they navigate through that raptor infested canyon!

-Nvidia DSR = 6880x2880 (5K 21:9)

-SweetFx

-Console commands

I love shots like these and cant wait till more of the levels are filled out, to see how they look in a newer engine.

You cant deny that being able to see Mt Watson from anywhere on the island is very cool.

Comparison shot.

 

I just resized the Rex model for the raptors and the vehicle is in place of the triceratops. Scale looks out in Cryengine because the plants in Crysis are so big. For more intimate areas, i will scale down the plants.

This is an all new location that is not far from the starting Beach Resort area. This helipad is where island visitors would have landed directly and then been taxied to the resort by car.

 

I thought it was kinda silly that visitors would have landed at the Town, docks, or some other location and then have to travel all the way to the resort, so this is my more logical solution.

This shot shows how a typical open area looks.

 

This area is in Jungle Road (second level) and is off to the right of the monorail path, near where you find the first stego.

 

Off in the distance where the fallen tree is, is where the lone Trike can be found in the original level.

 

My inspiration for this kind of design are the forest around where i live. Large sheets of granite break up through the hillsides offer a great variety to the landscape, with dead trees and large boulders filling in the gaps.

I thought i might as well add a basketball. Its just a golf ball scaled up with some dodgy textures, but at least you can play with it. Nothing but net times infinity ;-)

This shot shows the cave that opens up into the raptor canyon.

 

I'm using a combination of voxels and rocks to create nice varied rock walls, with a bit of an erosion look to it. POM provides an extra layer of detail on the ground, giving the appearance of lots of little pebbles everywhere.

 

Although the canyon looks very lush here, its really only this opening area that has this much vegetation, its mainly to create a nice entrance for the player to walk through.

 

I want the player to feel as if they are a really exploring a lost world for the first time, so i want the odd bit of "beautified" design that provides a bit of a cinematic experience. I call these scenes "master sword moments", because i always think of Links Awakening when you enter the sacred forest and see rays of light coming through the trees, rolling fog, and small animals running off into the woods. Only here it will be curious raptors snapping their necks around to see who just walked into their territory.

 

A nice "oh wow" moment, followed quickly with "oh shit".

The swag I pulled from this year's Gamescom. I only went after non-paper based freebies. Here's the list:

 

Mass Effect 2/Dragon Age poster

Batman & Catwoman face masks

3 Dragon Age inflatable swords (the packs kinda look like giant condom packets :P)

DJ Hero shades (very cool btw)

2 Crytek/CryEngine3 lanyards

2 Lego Rock Band sweat bands

2 Lego Rock Band lanyards

2 Scottish Raving Rabbids playing the bagpipes.

 

Plus various t-shirts not in the pic, Rock Band: The Beatles, Mass Effect 2 and Battlefield: Bad Company 2

There are no rolling waves on the ocean yet, just basic ripples and motion, but hopefully with some work i can get the 3D waves from earlier versions of the game working. These were removed from the final version of Crysis for some unknown reason. Its a shame because they were awesome and can still be seen in the original levels as black lines.

 

Update: I have waves working!

  

Isla Sorna is a volcanic island, so many of the beaches and cliffs feature exposed volcanic rocks and pebbles. To the right a little plover can be seen running across the beach. There are also small crabs, and a turtle somewhere.

Here you can see a bit of a difference between the old version and this new one.

 

Please note that the helicopter is just a placeholder and is not only the wrong type, but it doesn't give a very good reference of scale for this canyon.

Here is how the Raptor Canyon looked in the original game.

 

Not many plants, and not a lot of detail.

This shot is not as high quality as i used a different screen capture method to help retain some of the water detail.

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