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Old 03-02-2008, 01:11 PM   #1 (permalink)
tda
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Wild West props for Crysis (Warning: image heavy)

For which Engine - Crysis.
Description of background information on piece - These are props and buildings i'm making for a crysis instant action map. The theme is old wild west town ruins and I'll be doing a bunch of buildings and misc props to set the scene. It's already becoming a fun project!

Here's pics of everything since i started some 3 days or so in max, and an ingame shot of the cacti that're the only things textured yet. I know a few of these things could use some optimising (such as the cart and the cacti), and they'll get it eventually. All the buildings have interiors too.

Where are you looking to receive criticism - Anywhere and everywhere.














And a shot of the whole lot ingame with placeholder textures just for kicks...


C+C welcome. I'll keep updating as i go.

Last edited by tda; 03-02-2008 at 04:34 PM.
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Old 03-02-2008, 03:04 PM   #2 (permalink)
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Seems like an okay map, it seems like some of the normals are a bit too high (water tower) but it could just be me. I also think the buildings are too far apart, if this is for multiplayer you might want to create more cover for people running back and forth.

I would like to see some buildings/assets up close to see the textures if you have time and also a topdown shot to see the flow of the map.

Good job so far, I want to see where this ends.
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Old 03-02-2008, 04:57 PM   #3 (permalink)
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No its not just you rated rrr, the normals do seem a bit high. If I'm correct, the textures (aside from the cactus) are all temporary.

The models themselves look real good to me tho. Only crit I have is on the destroyed house, there are some areas you could steal some polies if you wanted to save a bit. Other than that its looking good.
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Old 03-02-2008, 07:40 PM   #4 (permalink)
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oh i'm liking this alot! very nice!
how do you go on exporting the models to crysis?
is there a specal format to do so?
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Old 04-02-2008, 01:06 AM   #5 (permalink)
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nice work man. very solid modeling. You may have to cut some more edges if you want to use tilleable textures (which i would do imho), but other than that, very nice.

Only the wagon's polycount is rather high i think. 8k for a single prop, while you have houses with half of that ammount. The wheel spokes have 2 edges that you can probably delete and knock of almost 900 tris. If you delete that beveled edge inside the wheels, you can knock of another 1k1 tris. I don't know the average polycount of the props in crysis, so take this with a grain of salt. And then there are the LOD's that will probably do alot of good to.

overal, nice job. Looking forward to see some texture work on that
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Old 04-02-2008, 01:29 AM   #6 (permalink)
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Yeah. Doylle said it all, really.

Some very nice stuff, but try to keep your tri-density more continuous across your props.

Can't wait to see this progress. Crysis looks hot!
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Old 04-02-2008, 05:14 AM   #7 (permalink)
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Thanks a lot guys. I agree that the cart is a problem area for polys at the moment, there's loads of detail in there in the wheels that could easily be done with a normalmap. I'll be cutting a whole load of the loops i think. It's mainly because the wheels have a lot of segments and multiple layers (for detachable/bent wooden wheel covers on broken versions, which i will probably drop).

doylle - Yeah the textures should be interesting as it's my first time really using multiple tiling textures over various props, should be a challenge!

rated rrr - Yup, they're just placeholder textures. I edited up the main post a bit to make that more evident.

bitmap - You need to use the old farcry SDK, a lot of jumping through hoops and a bit of luck, and your model appears ingame. Getting the materials to stick is the hardest thing, i find duplicating them off and saving them elsewhere solves it though. If you're interested in doing it, crymod.com has a forum and tutorials to help you through the process.

Here's last night's efforts, 1 of 2 hotels and some barrels . Still no interior on the building as i'm planning the best floor plan for gameplay.


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Old 04-02-2008, 06:52 AM   #8 (permalink)
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All the crit I would have said has already been mentioned but I just wanted to say it's nice work so far, you definitely seem on the right path towards some excellent work once done. Keep it up.
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Old 04-02-2008, 07:45 AM   #9 (permalink)
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When I looked quick that scene image, I thought it was a photo, but then I looked closer and saw it's not a photo...

The cactuses look a bit fake plastic cactuses and missing all the spikes. Maybe add some minor warp effect into the lines and have some "dots" as spikes in the lines. Maybe have more lines in it too, have some lines divide in two.

Here's some cactus pics:
http://cdevroe.com/wp-content/photol...007-cactus.jpg
http://content.answers.com/main/cont...ipe_cactus.jpg
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Old 04-02-2008, 08:08 AM   #10 (permalink)
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looking good
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