tag:blogger.com,1999:blog-22677333733911691512024-03-05T23:32:39.273-08:00Ewa Krzechka Game ArtEwahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.comBlogger33125tag:blogger.com,1999:blog-2267733373391169151.post-30110177285704482242014-05-03T15:25:00.000-07:002014-05-03T15:29:08.977-07:00Problems and how I didn't solve themThe worst part of this project was scripting. Or perhaps the word scripting is too strong in this case. What I was really doing was replacing the files and adding little changes to them.<br />
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Trying to get the ravens appear in Cryengine took me whole day two days ago. I found a nice tutorial on YouTube which explained in detail how to do it. Basically I needed to export the mesh with bones attached to it and then export three basic animations as three separate files. I then had my .chr file and three .i_caf files. For some reason 3Ds Max doesn't convert animation files fully anymore. Apart from exporting them from your 3D software you also have to convert them again in Cryengine. So I ended up with three .caf files which made me happy because everything finally started to make sense.<br />
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Cryengine automatically made all the additional files for animations, these files specify which mesh and bones animations should refer to. Which also made sense.<br />
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The next file I had to create was a .chrparams file. It needed to be placed right next to my mesh and it contained its list of animations. Fair enough.<br />
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A .lua file. It's meant to specify my ravens' behaviour: how high it flies or whether it runs away from the player. I copied Cryengine's pigeon .lua file and changed its content to connect it to raven's files. Alright.<br />
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Entity file which purpose I do not remember now. It was short and seemed meaningless. But I created it anyway.<br />
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Up to this point I would think the boid should work just fine. I have tried many things. Exported all files several times, tried different engine builds and RC compilers. I recreated files and changed their locations. Whatever I did the birds just wouldn't work.<br />
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They do fly and they adapted pigeon's behaviour but can't seem to find their animation. At this point I can have them flying in the distance, up above. What I really wanted though is to have them triggered. It didn't even require any other scripts. Pigeons are programmed to flock on the ground where the entity is placed and then to fly away when player gets closer. My ravens have the exact same behaviour, which is great because it means I set the .lua file correctly, but they don't move their wings or legs. They behave as regular AnimObjects.<br />
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It's Saturday and the hand-in is on Tuesday. I will have another go with them today or tomorrow but I doubt I'll have them working at all.<br />
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Having these many problems with raven I couldn't possibly have any time for the character. The model is completely finished. I placed the girl in engine just as a regular brush. She's sat on the chair looking quite dead with blood running from her nose. </div>
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The dress was quite impossible to rig. I assigned its lower vertices to thigh bones, baked the posture and edited the mesh with soft selection tools. I wanted the dress to look as natural as possible. </div>
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I want to believe I am telling a story here. </div>
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Sounds.</div>
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I never thought adding sounds to Cryengine level would be such a pain. There is of course no problems with adding one shot sounds, like birds flying away or door opening. Wave format will do a good job in this case. Everything gets more complicated when you want to add looping AmbientSound. Cryengine uses Fmod Designer to generate their sounds. The software can be found inside Tools folder.</div>
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I needed to add a new folder alongside Cryengine's sound folders. I then created a project in Fmod and named it exactly as my folder. This would be my sounds package only accessible through engine. </div>
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I got all my sounds from https://www.freesound.org.</div>
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Before importing all wave files into Fmod I needed to make sure the sounds are not too loud and they are fit for looping. For this purpose I used Adobe Audition which I thought was more friendly. Once this was done I imported everything into Fmod. Then I added two parameters, which specify how the sound behaves in engine, and ticked 'Loop Sound'. I saved and built the project. Cryengine needs to be restarted in order to detect new sound package. And that's it.</div>
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When I think about it now it seems ridiculously easy. Probably because I tried to figure it out for quite some time.</div>
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My level now has about five looping ambient sounds. I assigned them to different areas and they blend quite nicely (I think it's due to those two parameters I added in Fmod). </div>
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My only problem now is the sound of footsteps which is annoyingly louder than anything else. I'll look it up tonight.<br />
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It's time for renders, turn tables and fly through. I already rendered out PNG sequences of my level and character. It now needs to be edited in Adobe After Effects. I expect it to render for hours.</div>
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Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-45094217441222167232014-04-25T08:08:00.002-07:002014-04-30T14:12:12.017-07:00Suddenly BushI spent the past few days mainly on improving and placing vegetation. In short, all the things I left 'for later': fixing textures and making sure all LODs are working correctly.<br />
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I also spent some time on editing normals using SpeedTree script. </div>
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I wouldn't think it'd make a huge difference but it did. It looks much softer in engine and it blends really nicely with terrain. It helps to keep the atmosphere blurry and foggy.</div>
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I had no idea how to block out environment so decided to put a nice stone wall. It seems reasonable since this is how people used to establish boundaries between their lands. </div>
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I finally made 2nd level of lods for further background. They're basically two planes intersecting but I put additional edge in the middle to turn the very bottom vertex normals upwards. Again it helps blending with environment. </div>
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I'm still trying to make my level more interactive. Therefore I'm going to add so-called boids. </div>
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What could be creepier than a bunch of big fat ravens in a spooky forest. I have never modelled a bird before but it went pretty fast. As long as I got a good reference it was a matter of two hours to have it built and textured. </div>
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Using BoneTool was a bit dodgy because I don't know how, and if it's even possible, to snap bones to the actual mesh while you place them. </div>
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Texture is not perfect but the bird will be barely visible anyway.<br />
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I;m trying to skin it properly at the moment.
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First of all, my character is now fully textured, rigged and skinned.<br />
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I think textures are quite nice although I may change the colour scheme or add more detail. If she were to wake up on a muddy lake bank she'd have dirt all over the place as well as some scratches and blood stains. I also need to take time to properly render her.<br />
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Apart from that I've been filling my level with smaller assets. </div>
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Trying to go along with the plot so I made a carriage just to have it scattered on the floor.<br />
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Player will start his little journey by this wreck and then enter into the woods following the smoke he sees from the distance.<br />
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<br />I spent most of my time on making assets for house interior. I am really happy with how it's turning out. It's not so dark anymore since I finally discovered you can use a regular light entity as an ambient light. I gave it dark blue colour and it emphasizes warmness of the fireplace.<br />
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Here is the entrance which I've been dreading to make. It meant rock sculpting.<br />
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So much sculpting. Even though it takes me little time, I have to retopologize it later and this I hate the most. And it seems I'll have to make more rocks for the forest.<br />
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Although I am really proud of this door it looks awful in engine.<br />
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Oh, and it doesn't open. Haha.<br />
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Nothing changed in this part of the room. I just used vertex paint to break up wall texture. It seems a bit too red at the moment.<br />
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The firefly idea was quite successful. I am happy it worked.<br />
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I added some furniture and food. The house needs to feel like a home. Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-32972068283845616932014-04-02T16:39:00.002-07:002014-04-02T16:39:47.404-07:00ThingsI wonder how long can I work until my body breaks.<br />
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Alright.<br />
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I've been working on additional vegetation. My level is full of trees and grass but there's nothing in between. Some weeds, bushes, flowers or mushrooms would be fantastic. Therefore I chose to make berries, red cloves, daisies and general unspecified weeds. These are quite common for the Eastern Europe area. I remember trying to eat them when I was a kid.<br />
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Now that I look at them, they all seem awfully bright and saturated in comparison to the rest of the vegetation.<br />
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There isn't really many daisies in the forest but putting a few won't hurt and they will break the green monotony.<br />
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I also just noticed the berries are cut short. I was wondering why they looked so weird. Another annoying thing to fix.<br />
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I actually took the trouble of editing normals this time. Obviously there's a huge difference in 3Ds Max but I can't seem to have the same effect in engine.<br />
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Setting up vegetation for touch and detail bending suddenly became extremely easy.<br />
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There isn't really much movement in my level yet so I decided to spend a day working on pests and sounds. Because who would I be if I didn't fiddle unnecessarily.<br />
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I found out I have a bit of a phobia. It pains when I look at these two. I can't believe I actually managed to make this texture. It took a lot of staring and adjusting. Also my body felt itchy for few hours.<br />
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The flying pepper caster you see on the left is actually a firefly. I want to put a bunch of those in a jar and use it as a lamp.<br />
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At first I wanted to use boids in Cryengine but this wouldn't give me much control over them. I want them to fly within a specified area and boids use more random movements. I'm probably wrong and there's probably a really simple way of doing this but I'm too tired and short on time to look for solution. And research for Cryengine takes ages. Therefore I animated each of these little bugs in 3Ds Max and I made sure they stayed withing the jar. I'll import them tomorrow and hopefully it will be as easy as the tutorial says.<br />
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<br />Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-53884455938349117322014-03-27T10:54:00.002-07:002014-03-27T10:54:07.191-07:00House assets2<div class="separator" style="clear: both; text-align: center;">
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Distiller is officially done. I like how it turned out although the metal parts need more work.<br />
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It was time to deal with the small assets. Which take little space and twice as much time to make.<br />
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I started off with more books and apothecary bottles. The reason why it's taking me so much time is because I always like to create PSD files with about hundred layers. Even though they're all correctly signed and colour labelled, it's hard to keep track of what is where.<br />
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I also like accidentally closing the document without saving it.<br />
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<br />Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-86189653818638452412014-03-26T03:26:00.001-07:002014-03-26T03:29:12.339-07:00House assetsWhat on earth have I been doing for the past few days?<br />
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First of all I finished retopologizing the character.<br />
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It's got 8,018 triangles for now. Originally I was aiming for 20 thousands but I reckon it looks quite alright as it is. I may add more detail like a small weapon, ribbons or other decorations later.<br />
Mesh is unwrapped and ready for baking.<br />
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I also started filling the house with assets. </div>
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A pile of mattresses and duvets. It's meant to refer to Princess and the Pea. I even put a little green pea between the mattresses. If the player looks closely enough he'll see it sticking out. Also the cushions have have a pea pattern on them.<br />
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This is how it looks in engine. The lighting will be adjusted. It's quite bright now but it's mostly because I want to see what I'm doing.<br />
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After following the advice of resizing the room again, I think of making it a little bit bigger afterall. The bed takes a lot of space and it feels like there's nothing there but the bed..<br />
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Next thing on the list is a distiller.<br />
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This one is quite old and I reckon it fits in with other assets. I had a hard time figuring out how to reconstruct this texture. In the end I just used made it a hammered metal.<br />
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I made high poly models in 3Ds Max and after failing to bake them in Max I used xNormal instead.<br />
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This is how it looks so far. I should finish texturing today.Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-38047552257536650942014-03-19T11:00:00.002-07:002014-03-19T11:00:40.090-07:00Polypaint <div>
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All the sculpting is officially done... for now. It was time to throw some basic colours on my character. I needed to plan that first though. I want her to look pale but not sickish. </div>
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That's it. I am quite pleased with the effect, although I'll need to change all the values in Photoshop later.</div>
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Having that done, I could start retopologizing. Which I hate. With passion. </div>
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I found these beautiful buttons on the internet. </div>
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The one with frog is my favourite. It's simple and it fits the outfit. I cut it out, desaturated and used as Alpha image in Zbrush.</div>
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Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-58772191696308554832014-03-19T06:31:00.000-07:002014-03-19T06:34:11.600-07:00Sculpting clothes and hairSculpting the hair was a tedious job. I decided to give it a bit of a Bioshock style.<br />
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You're able to differentiate hair strands quite easily. There are lots of highlights and dark tones. It feels like there's a lot going on but all the values cooperate with each other.<br />
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After specifying the final shape I started to add more detail buy putting several layers of strands and gradually decreasing the brush size.<br />
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I'm hoping the get a nice Cavity map which will work as a basic diffuse map.<br />
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Clothes are almost done too. I need to add small elements like buttons and ribbons. Then I can happily start retopologizing - the absolutely most horrible thing in the world.<br />
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<br />Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-79234736751394157542014-03-13T10:52:00.002-07:002014-03-13T10:52:54.273-07:00Base sculpt<div class="separator" style="clear: both; text-align: left;">
Base body is done. I'm not sure about the face, will probably alter it later. </div>
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Time for some clothing. I started off with a shirt.<br />
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I wanted to extract the surface in Zbrush but since the mesh has about 11 millions points, it kept crashing. My next try was to bring decimated mesh into 3Ds Max and create a retopologized base using Graphite Modelling Tools.<br />
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I put different smoothing group on the edges and applied TurboSmooth modifier.<br />
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This was a good solution. But. As soon as I'd export it as an .obj I would loose all the control over edges.<br />
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I finally decided to use Topology Brush in Zbrush.<br />
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It allows you to draw the edge flow yourself.<br />
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After generating the topology I could add automatic crease and thus control the mesh while subdividing.<br />
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Two hours later, with the help of Google Images, I had my shirt. All sculpted and ready for baking.<br />
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<br />Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-61274505280110343792014-03-11T10:53:00.000-07:002014-03-11T10:53:02.611-07:00Back to the characterI suppose it's really about right time to start building my character. I will continue doing small assets for the house along the way, as well as improving on the environment.<br />
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I'll repost my designs so I can talk about them a little more.<br />
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Firstly I wanted to go for the hood variation. It's got a nice shape to it. Then I thought it would be just too generic. I know it's meant to be fairytale based environment, but I don't want to fall into stereotypes too much.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizOBt4pkLO_weIcjxKpFdYxF5jHPGI7975kyYfHqGPQXL8rrokALpSMCsIs_xAd7ObqNoYVxPc_gPua3WCcb_h-7i8Q9T-n_chWx3tLIhUgOdsjVEDT0c1nGLid0J037PUkTnzLnzSZ8s/s1600/char3.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizOBt4pkLO_weIcjxKpFdYxF5jHPGI7975kyYfHqGPQXL8rrokALpSMCsIs_xAd7ObqNoYVxPc_gPua3WCcb_h-7i8Q9T-n_chWx3tLIhUgOdsjVEDT0c1nGLid0J037PUkTnzLnzSZ8s/s1600/char3.jpg" height="315" width="320" /></a><br /><br />
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Here we have a nice comparison. A typical Red Riding hood type character and a more Slavic version, which I think I like more. It's different and it's got more authenticity to it since it's based on historical resources. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheelQoPF-wc1Q4tR-R_nvEs_SfuGYYyYKn2LGNjaQtwZDcenEe_-rZ-t2cn_s86s_2mnbM0xDVU4qh9zE5t90RjUhm8WVnJ83Q9nlCt34IcTGwmL2bxnQOXE134lfyC2ZfW782vm-FdIo/s1600/char4.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheelQoPF-wc1Q4tR-R_nvEs_SfuGYYyYKn2LGNjaQtwZDcenEe_-rZ-t2cn_s86s_2mnbM0xDVU4qh9zE5t90RjUhm8WVnJ83Q9nlCt34IcTGwmL2bxnQOXE134lfyC2ZfW782vm-FdIo/s1600/char4.jpg" height="257" width="320" /></a><br />
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But why not experiment a little?<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjhUkGAi4yQelg6avMjv7hNJ8dQ8bUJhyqVUDns0krB1YXOTukkIKcuzRVKzFlubB9mVzWQP5T2MPzGcLHh2PHopQM7Jhoxe-vHi_SGI9tpDQAYAOs7mHIoB7NSCsKBvZ1GAJDnIkh5Ok/s1600/char5.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjhUkGAi4yQelg6avMjv7hNJ8dQ8bUJhyqVUDns0krB1YXOTukkIKcuzRVKzFlubB9mVzWQP5T2MPzGcLHh2PHopQM7Jhoxe-vHi_SGI9tpDQAYAOs7mHIoB7NSCsKBvZ1GAJDnIkh5Ok/s1600/char5.jpg" height="278" width="320" /></a><br />
Ok, these are my three final designs. I asked my friends around which one they like best. Their opinions vary though so I guess I have to make that decision on my own.<br />
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I already started sculpting base body. I've been doing it gradually from the beginning of the project.<br />
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It's really simple and I need to give it some character and better shape.<br />
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So I'm going to make her super curvaceous.Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-67048171015600152372014-03-11T03:50:00.005-07:002014-03-11T03:50:57.472-07:00Fireplace2<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4DWrJKHR6aBRqj6NexzKnAMgJNCv6fsoFhahz011rkrmYviepbt6bD0ulZALMZumZjMnPzCIEUbdN9CaOHDKeE7hzqcilVfMHGNzSioIwzK-ySR3Bw3ExlpaNOKOUH6s0NT227aatws4/s1600/fireplaces3.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4DWrJKHR6aBRqj6NexzKnAMgJNCv6fsoFhahz011rkrmYviepbt6bD0ulZALMZumZjMnPzCIEUbdN9CaOHDKeE7hzqcilVfMHGNzSioIwzK-ySR3Bw3ExlpaNOKOUH6s0NT227aatws4/s1600/fireplaces3.jpg" height="236" width="320" /></a><br />
This is the design I decided to go with. It's not quite neat but also not completely random. It'll go nicely with the rest of the room.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLYIikZQUCABQHvWd0ghsoc_NHr-WSgrDSz-a1VI2pdm4oVAG6AbwHPlbkt1sM8tadAETuvdEa09xvI_j4ZY73tASLCQw0oVgG_tj5Tqf84PS77lhKR7D-W_j_boYIFHmqgLnDo-ywcDc/s1600/42.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLYIikZQUCABQHvWd0ghsoc_NHr-WSgrDSz-a1VI2pdm4oVAG6AbwHPlbkt1sM8tadAETuvdEa09xvI_j4ZY73tASLCQw0oVgG_tj5Tqf84PS77lhKR7D-W_j_boYIFHmqgLnDo-ywcDc/s1600/42.jpg" height="262" width="320" /></a><br />
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I sculpted the stones in Zbrush. There are only four of them, but since the block has 4 long sides, it gives me 16 variations.<br />
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Surprisingly Youtube has loads of videos with just fire burning. It's used to create Christmas atmosphere or for relaxation. Now that's just sad.<br />
Anyway it was good because all I need to do was take 8 screenshots, crop them and edit a little bit. Et voilá!<br />
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I've never done fire in Cryengie so it took me some time. I still need to fiddle with it. It's too stretched upwards and too thin. There are so many options, I would waste hours to figure everything out.<br />
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Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-61366651898596147942014-03-08T04:12:00.002-08:002014-03-08T04:12:23.678-08:00FireplaceIt's time to make a fireplace. I created a separate pin board on Pinterest.com, where I can collect useful images for the current project.<br />
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<a href="http://www.pinterest.com/ekrzechka/grimm/">http://www.pinterest.com/ekrzechka/grimm/</a><br />
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All of them are made of piled up stones and it's exactly what I want to go for.<br />
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<br />Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-54625115295498123012014-03-07T11:31:00.001-08:002014-03-07T11:31:05.808-08:00HouseIt's been a week and it seems like I've done nothing.<br />
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Apart from passing the practical driving test. I can legally try to kill pedestrians now! Way to go.<br />
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I've made beams for the house with mysterious Slavic drawings carved in.<br />
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The entire thing had to be resized multiple times as I want it to be cozy and small.<br />
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I began to make small assets. At some point I reminded myself of <a href="http://en.wikipedia.org/wiki/Baba_Yaga">Baba Yaga</a>, a witch in Slavic folklore. Her house was standing on chicken legs. Since my house is already buried deep in the ground I figured that perhaps I can make a simple table supported by chicken legs. I quite like the idea. It's quirky.<br />
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There are shelves with books and a wooden box with arrows (<i>Bełty </i>in old Polish).<br />
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Next thing on my asset list is a dressmaker's mannequin (I finally learnt how to spell <i>mannequin</i>). I wanted to have a cloak on it, that would refer to Red Riding Hood.<br />
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I used an old human body base mesh and changed it into a mannequin form.<br />
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A cloak is a simple circle shape with Cloth modifier applied.<br />
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I got a little stuck with the hood. The best option was be use a sphere and cut holes in it, one for the head and one for the neck.<br />
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This is how it looks in engine. I finished it with a pretty floral pattern, added ambient occlusion and I think I'll leave it for now. I need to add detail map later on.<br />
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I thought it would be a good idea to post a list of assets I'm planning to build for this house. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCGfTvHXrJUp95jBRtY8gYwAhTkxdns82F7KBUAGg7QYbHiO9aY8mW6yoq1kliItpb85JhNDGVPVemo6jIkH-JWyOMBPMnidmjrUbWhgfCOOkErOQDFC2oOplx48VKf7NGEVvhLOphbys/s1600/assets_list.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCGfTvHXrJUp95jBRtY8gYwAhTkxdns82F7KBUAGg7QYbHiO9aY8mW6yoq1kliItpb85JhNDGVPVemo6jIkH-JWyOMBPMnidmjrUbWhgfCOOkErOQDFC2oOplx48VKf7NGEVvhLOphbys/s1600/assets_list.jpg" height="371" width="640" /></a></div>
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This is what I originally had in mind and the list keeps expanding. </div>
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Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-9873339530235892262014-02-26T05:08:00.003-08:002014-02-26T05:09:59.860-08:00CliffsFurther on terrain shadows: they don't work.<br />
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I have travelled internets for hours. Apparently terrain shadows are turned off by default because they're unstable and buggy. I had to find a different way of having my alley dark. First I tried to put VisArea. I knew it's only meant for interiors but no one ever said I shouldn't have it outside. It soon turned out the option affects brushes only. I wasn't able to place it properly. I crashed the engine couple of times. I dropped the idea, but since I already learnt how to use VisArea, I placed it around my cave/house and it worked out really nice.<br />
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As for the alley, I built a set of cliffs in Max and decided to blend them in with my environment. I have my shadows and I also have more detail and control over how I want everything to look like.<br />
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Cliffs still need some adjusting. I need to lower and flatten the terrain above them. Also add grass and the rest of textures (normal and specular maps).<br />
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I decided to make the house wonky and of irregular shape. </div>
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It's big enough and fits almost perfectly with the terrain. I think I may need to adjust the size later on. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiklwqnEVxqIKPGlco2R5BKQWJxaI2Vvks6akfbzyvpeKKWiVNQrN5uESEpWdOeWRdcdd2cGIKMikfiYvYeOuX3jYl8-ROugPj0ZLmN5GKLwU7wSldCjf3ASjIj0wQ2Vy6u085BYifnu3I/s1600/29.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiklwqnEVxqIKPGlco2R5BKQWJxaI2Vvks6akfbzyvpeKKWiVNQrN5uESEpWdOeWRdcdd2cGIKMikfiYvYeOuX3jYl8-ROugPj0ZLmN5GKLwU7wSldCjf3ASjIj0wQ2Vy6u085BYifnu3I/s1600/29.jpg" height="200" width="400" /></a></div>
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Thanks to VisArea I am able to change the colour of ambient shadows inside. Without this volume everything would be somehow affected by the sun. Cryengine isn't very good with interiors. </div>
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Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-85022726766220228822014-02-24T09:40:00.004-08:002014-02-24T09:40:25.747-08:00FMP: Problems. Problems everywhereI decided to move to defining the area around the house. <div>
My initial plan was to build a cave out of terrain. I would have an opportunity to edit the shape whenever I want rather than having to export and import every time. Unfortunately this option has been disabled in Cryengine 3.5. which I am using at the moment. But apparently it was quite buggy and unstable. </div>
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I considered making the part of environment in 3Ds Max and blend it in Cryengine. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6V5Pj-Yy-diBwZjJAgPkCP6gTj7shCE1rP-J96PFpLEmNk3KPl6J58_-1ZqM0k_bLmOgjRqkjoVIN8sB13RDr48dfxbT9NWHHeMOdnq6gtRkp-Via626YtK-fG6KuCJ_rCRJfzSKTsUY/s1600/21.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6V5Pj-Yy-diBwZjJAgPkCP6gTj7shCE1rP-J96PFpLEmNk3KPl6J58_-1ZqM0k_bLmOgjRqkjoVIN8sB13RDr48dfxbT9NWHHeMOdnq6gtRkp-Via626YtK-fG6KuCJ_rCRJfzSKTsUY/s1600/21.jpg" height="188" width="400" /></a></div>
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I applied a dark plywood texture just to see how everything works together. I thought it stands out a little bit too much. I would have to keep adjusting the shape, which means exporting and importing a lot which seems like a waste of time. Also the vegetation would have to be placed in Max rather than Cryengine, as the 'BuildOnBrushes' option doesn't quite work. </div>
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My next try was to cut a hole in the terrain and cover it up by the entrance. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUt2-VC1qvmQ5ET2lk3IOcXZS1VDbbsSIcT_hBWf5D2EEz_INZGqZT9V5QS9qTurWoN8V8MIRJZDR_l_-kAt1r5W2nGXr3VVIQUx2Qwniefq8S2uoKh3uyPRITiABK1Y9EjN-YXQ8LgcU/s1600/23.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUt2-VC1qvmQ5ET2lk3IOcXZS1VDbbsSIcT_hBWf5D2EEz_INZGqZT9V5QS9qTurWoN8V8MIRJZDR_l_-kAt1r5W2nGXr3VVIQUx2Qwniefq8S2uoKh3uyPRITiABK1Y9EjN-YXQ8LgcU/s1600/23.jpg" height="231" width="400" /></a></div>
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The brush tool's shape is a bit awkward and it kept making a diamond instead of square shape. I managed to do it in the end. </div>
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I put a simple box behind the entrance. Now I just need to adjust the terrain around it to hide the box.</div>
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Although I promised myself I would not touch terrain for now, I needed to shorten the alley and make it a little bit more claustrophobic. Since I start by the lake which is a very spacious area, it would be good to make it gradually smaller. It would also help to build up the atmosphere by taming the lighting with trees and high narrow terrain. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAJIh7PZYnJq2BwuzzvhG7w_OGIVnWdPQKS5Rf562hTal1J2cF2vQJvsRX3eJsQThcmxfMswFUegC5P2cSPVC5WI8PzQualK_GIPM3HnM4_y8YrmDlbm32Dxq0t9EDrNDFQpNAOUuq4Cs/s1600/24.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAJIh7PZYnJq2BwuzzvhG7w_OGIVnWdPQKS5Rf562hTal1J2cF2vQJvsRX3eJsQThcmxfMswFUegC5P2cSPVC5WI8PzQualK_GIPM3HnM4_y8YrmDlbm32Dxq0t9EDrNDFQpNAOUuq4Cs/s1600/24.jpg" height="222" width="400" /></a></div>
I realize it's not that narrow at the moment but adding more vegetation will make it a lot smaller.<br />
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Another problem I encountered last week was a lack of terrain shadow. I would just see a bunch of 'levitating' trees on my cliff wall.</div>
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I did find a console command for it which almost fixes my problem. I've been also told to access system.cgf file in Notepad and drop the command there to make it load by default every time I open my level. </div>
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The shadow is not perfect. There is clearly a squarish shape to it which doesn't represent my terrain at all but I figure I'll just cover it up by vegetation. The other problem is, shadow disappears when I get closer to it. I am looking into it now and hopefully I'll have it fixed real soon. </div>
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Problem #5993: Camera collision. </div>
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Since I'm planning on having 3rd person camera view, I have to make sure it doesn't intersect the environment when I rotate around the character. </div>
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It's not a priority but I would like to have it done. </div>
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There is a <a href="http://www.crydev.net/viewtopic.php?f=314&t=117472">script </a>on Crydev which, apart from adjusting the view, adds a collision to your camera. Again, I'm not sure if it'll work in my version but it's worth a try. There isn't much about it on the internet. </div>
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Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-13974892482038812122014-02-18T02:47:00.001-08:002014-02-18T02:48:58.601-08:00FMP: Environment 2I feel like I'm spending the entire time on fixing Cryengine issues. Nothing works how would want it to, but then again I was prepared for this. I knew there would be blood, sweat and teeth grinding.<br />
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I finally decided to put the vegetation inside the level.<br />
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It is slimy, foggy and dark but visible at the same time - just as I hoped it would look like. I want people to think 'Damn, this looks mysterious and tempting but there's no way I'm going in between those woods'. Did I get there? Not yet. Although originally I wanted a dark sky and an environment illuminated just by the moon, I like it better during daylight. There is this contrast between deep ambient occlusion and mid-grey sky. I know I can't go too dark though - the player has to see clearly what's around him.<br />
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I am still not sure if I should deeper the saturation. Hopefully these colour variations will help me decide. Top left cyan seems most suitable, doesn't it?<br />
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I applied those variations to my screenshots and painted over them slightly. <br />
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There is my red hooded protagonist with an oil lantern. There's a broken wooden carriage floating in the lake. Why is a carriage in the lake?<br />
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I recently watched this short animated movie and I adored the use of colours and the contrast between light and dark. This is exactly what I want to achieve.<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/aUcfzmqTVPQ?feature=player_embedded' frameborder='0'></iframe><br />
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I love how blues and greens clash with oranges and yellows.Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com1tag:blogger.com,1999:blog-2267733373391169151.post-58479838932523309692014-02-11T14:33:00.000-08:002014-02-11T14:33:26.079-08:00FMP: VegetationIt seems like I haven't posted in ages although it's been just a week. I had to take weekend off because of the flu and an absolute inability to think or concentrate.<br />
I am still working on terrain but I got some nice progress I think. I decided to set the scale as small as possible while keeping a good quality. I ended importing a 1024 x 1024 height map, which I thought would be a considerate scale for a medium sized terrain. In reality it was very very big. Although I love all the paths and mountains that I have created in World Machine, I will only have to use about a quarter of the imported level (at least for the first scene). I cannot drag the player through the entire level of repeated environment for 15 minutes. I blocked it off to about 1-2 minutes of walking through woods - enough to show off the environment and keep the player interested.<br />
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I really hoped that layer painting on terrain would improve since last year's version. It did not. It still doesn't blend good enough. I made some tests but it's clearly visible where one texture ends and the other starts. What I've decided was to cover the entire surface with a single ground texture and let the vegetation do the job.<br />
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I made 8 bunches of smaller vegetation which I previously baked in 3Ds Max.<br />
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I will also put decals and rocks and other assets that would fill out the environment. Since it's all about the vegetation during the first trip through the level, I let myself fiddle with it for a few days. Apart from having a few types of grass and weeds, I wanted them to interact with the player. It seems quite important considering I will have a third person protagonist. The smaller vegetation will respond to wind and to players touch - it will bend underneath his feet when he moves about. To do that I had to apply both detail bending (which gives more natural movements while receiving wind) and touch bending (responds to player).<br />
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Setting up detail bending meant I had to vertex paint all the grass, weeds and fern. It always sounded so scary but once you know how to do it, it's fairly easy.<br />
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I put three Vertex Paint modifiers onto my rendermesh in 3Ds Max - each of them responsible for a different RGB colour (blue, red and green). Each of them determined a different aspect of animation.<br />
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For the touch bending I had to specify how the leaves would bend. Fortunately there was an example scene on Crydev website. <br />
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I had to insert a little dummy for each bending point. It worked as a UV instance. If I put 4 dummies on one leaf, every other leaf that shares the same texture space would follow the same settings. In order for Cryengine to detect this 'skeleton' the dummies have to be named properly.<br />
Touch bending also requires two special proxies. One that would define bending range and the other to obstruct AI's view. I am not going to have any AI in my level but for some reason the bending will not work without that proxy.<br />
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It took me all day to set up both touch and detail bending but it did work in the end.<br />
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I doubt you can see any of the bending on these screenshots above. I need to get a recording software real soon. <br />
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Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-18000612797055908832014-02-04T03:05:00.001-08:002014-02-04T03:11:22.115-08:00FMP: World MachineI decided to approach terrain differently this time and use <a href="http://www.world-machine.com/">World Machine</a> to create a terrain layout and then generate various maps out of it. I found a series of tutorials on You Tube, each of them over 1h long. Hopefully it'll be worth the time. I am past the process of building the terrain itself.<br />
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I will get a height map, diffuse, cavity, AO and 3 masks for 3 colour variations used in the scene (one for grass, rock and water).<br />
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The difficult part is when you have to fiddle with it to make it look even nicer. This requires sculpting the surface manually using Mudbox. I really don't like learning new programs in such a short amount of time but it's quite essential if I want to make my environment look good. Mudbox can automatically sculpt the surface based on imported height map.<br />
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It also allows you to preview real time AO, Cavity and Normal map (which in this case is kind of pointless but it surely will be useful for other projects).<br />
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Importing terrain into Cryengine didn't seem that easy at all. I had to make sure all the resolutions are correct etc.<br />
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I kept having this problem where my entire terrain would just go up in spikes. It turns out that I accidently exported flow map instead of height map.<br />
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I merged all maps I got from World Machine in Photoshop. I also baked an additional Ambient Occlusion in Xnormal.<br />
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So at the moment it's awfully bright and I still need to get rid of the checker pattern. But at least I managed to export and import it. Mission partially accomplished.<br />
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<br />Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-21658197987034454902014-02-03T03:59:00.006-08:002014-02-03T03:59:56.494-08:00FMP: Modelling vegetationCreating vegetation is probably the most enjoyable thing I have done for this project so far. I can allow myself for a little bit more since Cryengine is a powerful tool and can handle much more drawcalls than, let's say, UDK.<br />
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Instead of making a grass texture out of a photo I thought it would be better to just create my own and bake it down. <br />
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I used Twist, Bend and FFD modifiers to change shape of individual blades.<br />
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I rendered them as a 2048 x 2048 sheet and the only thing left was to change the hue of each bunch to give it a bit of variety. The good thing about this technique is that you instantly, together with diffuse render, get an alpha image. Therefore I didn't have to waste time to mask it out manually in Photoshop.<br />
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There is so much space left in this texture sheet; I will probably add some weeds later on.<br />
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The rest of vegetation is still in progress but I'm quite pleased with how it's turning out.<br />
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Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com1tag:blogger.com,1999:blog-2267733373391169151.post-89763040560268615872014-01-30T02:21:00.002-08:002014-01-30T02:21:36.982-08:00FMP: Test characterIn order to learn how to deal with animating and exporting a mesh from 3Ds Max to Cryengine I decided to build test character. I used an early sculpt from Ubisoft project. It didn't take me long to change the face and make some clothes. I tried to have it easy to rig and animate.<br />
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Mesh was still to high poly at that point so I removed edges and used relax tool.<br />
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Diffuse map is made mainly from Ambient Occlusion and as you can see I stole hands and boots from Ubisoft project.<br />
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There, there. Isn't she beautiful.<br />
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Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-69961818178378385532014-01-23T09:16:00.002-08:002014-01-23T09:16:59.451-08:00FMP: TreesI have 4 kinds of trees almost done. I just need to finish bark textures and adjust foliage. Branches are too planar right now. Also I'm worried about poly count, as for now each tree has less than 2 000 triangles which seems way too high considering I have to build a forest.<br />
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Oak is about 3 000 triangles but I want it huge that's why I put additional edges in the trunk. Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-90951684799101843852014-01-23T01:43:00.001-08:002014-01-23T01:43:23.638-08:00FMP: CharacterI enjoy making environments but I enjoy characters a lot more. Therefore I started designing my character in the middle of designing an environment.<br />
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I've been collecting reference images practically since summer break. It's mostly from Tumblr because, apart from ruining my life by stealing 90% of my free time, it's a great source of inspiration. Tumblr also gives you porn, incest and gross things - all in the form of fanart - which must be the worst possible mixture for human brain. Fortunately this is not what I usually see on my dashboard.<br />
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This beautiful cape was worn by Elizabeth Taylor for iconic scenes in 1963 film Cleopatra. I think this would give a nice symbolic touch to my character since the girl would be either running away from something or trying to rescue someone. Both of these refer to freedom.<br />
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Although I cannot imagine anyone running around the forest wearing a golden cape. It's both dangerous and bloody uncomfortable. Having it made from something else wouldn't probably give the same effect. I was thinking about real feathers as well but that would be too much.<br />
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My other idea was to refer directly to one of Grimm's tales. There's a girl whose father wants to marry her and she agrees provided he will give her a cape made of 1000 different animal furs. (He gets that cape and the girl finally runs away)<br />
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Fur cape seems like a nice option, although I wouldn't make it too big considering I'd have to rig and animate it. Maybe something a little bit shorter?<br />
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I'll keep looking for something good.<br />
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After having too much Tumblr I started painting some silhouettes.<br />
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My two favourites are 2nd and last one. The hood has that triangle shape which is quite powerful when it comes to overall silhouette. Then again it may be too generic. When you hear 'girl in the hood' you instantly think Red Riding Hood. The last silhouette includes a short fur cape.<br />
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Finally I was able to paint some faces! It's something I'm comfortable with and I was treat it as a warm up. <br />
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I want my character to be quite pale with bright blue eyes and blond or dark blond hair.<br />
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And why not have some face paint too...?Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-23184654490903762502014-01-15T14:06:00.003-08:002014-01-15T14:07:24.185-08:00FMP: Trees researchSince I decided to draw my inspirations from both Grimm's tales and Slavonic mythology, more research needs to be done. What kind of forest will it be? What plants specifically? What weather?<br />
Slavic lands are basically Easter Europe and I'm going to focus exactly on this area. Climate of Eastern Europe is temperate which means there's a huge variety of vegetation all over the place. The average temperature ranges from 0 °C do 10 °C, and precipitation occurs in different seasons. <span class="" id="result_box" lang="en"><span class="hps">The most typical </span><span class="hps"></span><span class="hps">plant formation</span> in<span class="hps"> colder parts is taiga, while warmer parts are covered with deciduous and mixed forest. Seasons are easily </span></span><span class="short_text" id="result_box" lang="en"><span class="hps alt-edited">distinguishable and determined by temperature (warm, humid spring, warm, usually dry summer, cold, humid autumn and winter, often with snow). </span></span><span class="" id="result_box" lang="en"><span class="hps"></span><span class="hps">What I'm looking for then is a humid environment with a choice of rather common vegetation. </span></span><br />
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<span class="" id="result_box" lang="en"><span class="hps"><br />Here's a big fat <u>oak</u>. They get absolutely huge and live for centuries. Their trunks often 'open' creating a sort of a cave inside, which always make people want to peak inside. </span></span><br />
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<span class="" id="result_box" lang="en"><span class="hps"> <u>Birch </u>would a nice differentiation from brown and green trunks.</span></span><br />
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<span class="" id="result_box" lang="en"><span class="hps"><u>Mountain ash </u>has beautiful red berries which will bring some colour to my forest.</span></span><br />
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And conifers. <span class="" id="result_box" lang="en"><span class="hps"><br /></span></span><br />
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<span class="" id="result_box" lang="en"><span class="hps">...and a pine. </span></span><br />
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<span class="" id="result_box" lang="en"><span class="hps">It would be fantastic to make at least those trees. I'd have to speed up. With my attention to detail it will take me awfully loads of time to build five kinds of trees. </span></span>
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<span class="" id="result_box" lang="en"><span class="hps"><br /></span></span>Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-14172723254715477522014-01-14T07:24:00.002-08:002014-01-14T07:24:49.606-08:00FMP: Whiteboxing I decided to have at least three separate scenes within a level. Since it's a Grimm's environment I can allow myself for a little bit of magic. My dream is to create a portal door that would take me from one location to another, while you're actually able to look through it. The best example is probably Portal series.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNYE0uRDe90ylnhOAR1-oIUt4ynSESDb9fxXujHNH5MqiYcO3ulHkwPjEOvH6ZsJNgO3mNKKYHVIidK-2oYzXgj9fg1RoRp8j9LNaH2LG5O9x0B5IN_fYQpMvFqFKluYObNXB6a6v3WIc/s1600/portal+2+screenshot+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="378" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNYE0uRDe90ylnhOAR1-oIUt4ynSESDb9fxXujHNH5MqiYcO3ulHkwPjEOvH6ZsJNgO3mNKKYHVIidK-2oYzXgj9fg1RoRp8j9LNaH2LG5O9x0B5IN_fYQpMvFqFKluYObNXB6a6v3WIc/s640/portal+2+screenshot+2.jpg" width="640" /></a></div>
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You open a portal, see right through it to a different location and just enter it. I found this <a href="http://www.gamasutra.com/view/feature/132164/games_demystified_portal.php?print=1">article </a>on Gamasutra.com, basically explaining the effect of teleportation. There is also a code but unfortunately it's written in Blitz3D which gives me absolutely nothing. I will keep looking although I doubt I will find anything.<br />
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Here's a quick whitebox of my first scene.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqafRMbLGW9wnZ3tVNdSUnRCRg5oNFsBi_JPtXkySSjLH4LvhMYlKgcv2k5hEASQaa3HGanfnwriR6Ega6-hEGW5d_iwQvL9GOVI3-V_OjWIYz8sWAwksQoCKlWPhHgBKHbqqCaa1sCh4/s1600/whitebox1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="294" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqafRMbLGW9wnZ3tVNdSUnRCRg5oNFsBi_JPtXkySSjLH4LvhMYlKgcv2k5hEASQaa3HGanfnwriR6Ega6-hEGW5d_iwQvL9GOVI3-V_OjWIYz8sWAwksQoCKlWPhHgBKHbqqCaa1sCh4/s320/whitebox1.jpg" width="320" /></a></div>
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This is basically a walk through the forest. It will spawn near the lake with my protagonist waking up on the muddy bank. I shall consider dead bodies laying around as well.<br />
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On the other end there's a wooden shack - the place with a portal door. <br />
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The wooden shack will be a witch's place. I want to resemble a candy
house from Hansel and Gretel but perhaps in much darker version. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTst6gI0Gr4XAzI9GF_nkmuSIAiTwmqHZe5m3ZknBFW-Ll_8tMWSgw9vP75UhQ88DmWrsD1EeMoHZbb8SwlY6KdpGPkpN4wdCY3X5b0oydvDyuyHYMjiRGC5oohLJ96yML1pIMw_rE1Yc/s1600/stonewall2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="275" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTst6gI0Gr4XAzI9GF_nkmuSIAiTwmqHZe5m3ZknBFW-Ll_8tMWSgw9vP75UhQ88DmWrsD1EeMoHZbb8SwlY6KdpGPkpN4wdCY3X5b0oydvDyuyHYMjiRGC5oohLJ96yML1pIMw_rE1Yc/s320/stonewall2.jpg" width="320" /></a></div>
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<br />Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0tag:blogger.com,1999:blog-2267733373391169151.post-24652394006491729432014-01-11T08:42:00.000-08:002014-01-11T08:42:18.183-08:00Character: Rigging <div class="separator" style="clear: both; text-align: left;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggkZ3b-0TgSbOjAoNjh6Nny1_6ZGnv2vRwySTRlcAFFnTyPi7Mq_gzuNrrY3GsqdlYzJc-7XNesSePiaxw-E9SLZpHif4UUDPNoBiirrJM4dWFNrNSwmcIosftCvvuLqyBXTq-zxYZ-7g/s1600/26.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggkZ3b-0TgSbOjAoNjh6Nny1_6ZGnv2vRwySTRlcAFFnTyPi7Mq_gzuNrrY3GsqdlYzJc-7XNesSePiaxw-E9SLZpHif4UUDPNoBiirrJM4dWFNrNSwmcIosftCvvuLqyBXTq-zxYZ-7g/s1600/26.jpg" height="320" width="208" /></a>Rigging is always the worst part of every character project. I feel sorry for animation people. They must hate their lives. </div>
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The whole process is pretty straight forward but it's just so boring. Envelopes never apply correctly. You always end up assigning each and every vertex to a specific bone. You also need to specify how strongly this vertex is affected by that bone. My character was only 10.000 triangles. I can't imagine animating anything higher that that.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0Ci60FOthK9BKzZNMdGLxYnA_k4fiX5rWJrYeX3mfnCSM0iCCHqF7DwF6VI6biWtZJ-w8eqDN4RVaeJsaL1Cn4ewOs9zSeArCQbrerocUaGm9m3bD6DSxyvHR7rknLIT9zYEYTWQj_wo/s1600/27.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0Ci60FOthK9BKzZNMdGLxYnA_k4fiX5rWJrYeX3mfnCSM0iCCHqF7DwF6VI6biWtZJ-w8eqDN4RVaeJsaL1Cn4ewOs9zSeArCQbrerocUaGm9m3bD6DSxyvHR7rknLIT9zYEYTWQj_wo/s1600/27.jpg" height="395" width="640" /></a></div>
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Although I spend so much time to make sure my topology was correct, some things just didn't work out. I probably should have a separate bone for skirt and maybe increase the density in the middle so it would stretch better. </div>
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Face required some more attention as well. </div>
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All in all I was able to strike a nice pose and render it for presentation purposes. </div>
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I am quite pleased with the outcome. Although there are some places requiring attention, like bottom deel where texture is a bit stretched. I managed to cover it up with dirt but it's still not perfect. I think I will push it forward to present in my portfolio. It wouldn't hurt to make more weapons?<br />
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<br />Ewahttp://www.blogger.com/profile/06277771629734825655noreply@blogger.com0