Hi everyone, I started this a looooong time ago, but due to commitments at work taking up much of my time (
Lego City: Undercover art dump coming soon!) I've had to pick it up and put it down constantly...
This is my first ever Cryengine project and so it's been a learning experience, I hope that as well as some useful critique I can ask some of the resident Crysis experts for some tips along the way to the finish line!
I based the original blockout on an image that I found online...I chose not to use any more images of Severalls than just this one, I wanted to let my imagination expand upon it.
Severalls psychiatric hospital was designed so that a network of interconnecting corridors joined the wards....this is one of those corridors, that leads to the children's ward or, "Circus Ward"...
Anyway here are the images, starting with the main reference I chose:
I've not spent much time at all composing these images, I really just wanted to dump quite a few so that you guys can get a feel for what's going on, anyway, here goes:
There's a lot of assets in this scene too, so i'll post those in here as well as I go, for now here are some shots of the hospital gurney:
** Edit photobucket ran out of bandwidth so I've updated these images with new presentation:
Thanks all for checking this out, all comments are most welcome!
Replies
Only complaint would be the turquoise fog which feels a bit too present maybe.
@ Mellon3D - thanks man!
@ Fenyce - Thanks, yeh the wall mural was born from the Children's Ward idea and thought it could add some interest and colour to break up the green of the foliage, glad you like it!
@ Bal - Hey thanks for the compliments! I actually tried to edit the fog last weekend but the DB manager won't let me open my edited particle effects I might need to google it this weekend, but you're definitely right, they need to be toned down
@ Davinviman - thanks buddy
@ TT Fusion homies - Cheers guys, still a little more to go, feedback and critique appreciated!
Just one more image so that this post isn't just text...i think I might add ivy/foliage to this back wall...maybe have the door open slightly too:
congratulations.
PS: I can't believe we had the same avtar idea :P
It would be cool to see some more cables and wires throughout some areas. It will look really cool to have all your environments have more wires and flexible cables hanging from the torn up ceiling, and some on the floor. And have some come out of broken conduit tubes.
Overall, this is some solid work and I can only hope to one day be parallel to this caliber of work.
@ AbKI - thanks man, glad people are liking the mural! Shame you didn't get a chance to explore the place while you worked nearby - bet it's full of great reference!
@ underfox - thanks bud! Yeh the last of us is a great inspiration, such a beautiful game. Heh, yehhhh I like your avatar! Great minds think alike hey
@ walklikethis: Thanks for your comment, heh placing those bricks was painstaking! They're all over the place too, once they're placed say goodbye to altering your wall UVs that's for sure...
@ dropkick287: Hey thanks for the compliments! You have nice work on your portfolio too I see, I like your take on the dishonoured building - keep going! That's a great suggestion btw, to add more cables and wires, it should help break up some of the harder shapes - next update hopefully!
1. Screen space realtime reflections? My water is made with the cryengine watervolume...I'm right in thinking that SSRF isn't supported by this and that only cubemaps are possible here?
2. Is there any way at all of having the pool in my scene reflect my environment in real time, perhaps using another method?
3. I see videos all the time on youtube of SSRF on water...how is this achieved?
Any help with these or critique in general on the water shader/look is greatly appreciated! This is my first project with this engine so still a lot of features i'm not familiar with
** Removed fog in these shots until I can fix it's opacity
@ Nathanbarrett - glad you like the mural, it's really nothing complicated, just a tiling texture with some alpha overlays here and there
Also blocked out a sprinkler system on the roof (shaded black) and added more foliage to the support pillars
Changed the time of day here to show off the specular a bit, though the sky colour at it's highest point is still a little too blue for my liking:
All comments welcome! Cheers
PRO! I really like environment and lighting, you've really a good taste!
There's something about the signs that looks a bit out of place though, I don't think they match the worn-out and grimy look of everything else in the scene, they're a little shiny perhaps.
@ Budello - thanks, glad you like it so far, still lots to go!
@ Rhoutermans - Thanks buddy, hope you stay tuned for more updates
@ Fenyce - hey glad you like the specular update, left it far too long before paying it some attention, don't worry about the lighting, it'll go back to the old scheme, this was just to give my eyes a rest and to show of the specular updates a little
@ AbKI - Thanks for your compliment, you're right about the signs, looking at them in those shots the spec values still aren't right...I might give the texture a revisit to and dust it up a little further, well spotted :thumbup:
@ Tits - lol your username had a few of us laughing at work, it's straight to the point, no messing around, just 'Tits'...ha, anyway, glad you're liking it, just saw your Ellie project - really did a great job, nice one
I'll hopefully get a good update this week, or next weekend, am hoping to put in some bunting at the far end as well as perhaps a banner for the Childrens ward as well as finishing off the sprinkler system...then i'll be after some serious crits before finishing up!
I would just say I prefer the previous lighting with a more top-down direction. Your waterlilies don't seem to be lit by the sky animore which make sense with such a big hole in the ceiling. Also having the brightest part of the picture on the upper part of the wall doesn't seem right.
Keep on the good work
@ Dazz3r - ahh the roof was painful to do as it affects the shadows cast on the scene greatly, glad you like it!
@ spectre1130 - Hey thanks, they kept cropping up in my pond reference so had to include them, no worries about the water, i'm much happier with it now so think ill leave it
@ linkov - thanks man, i'll post up some high poly images of the bricks if people are interested
@ SirSpangles - hey I have a wireframe of the gurney, i'll post it up for you, it's about 8k if I remember rightly as there are lots of spindly parts to the frame I wanted to include.
@ Ikblue - Hey, thank you for stopping by, I've really enjoyed reading your thread about the excellent lighting work on Remember Me - wish we could have employed similar cubemapping techniques in LegoCity:Undercover, your reflective materials look great!...Thanks for complimenting my environment, the last lighting shots I posted were just a quick change to show off some specular changes to the materials, a few people have mentioned they definitely prefer the original scheme so i'll be switching back to that for my next update - ill also try to to put more thought into the lighting and camera composition for my final shots
Next update hopefully coming this weekend! Thanks everyone for watching and contributing
- an old sprinkler system to add some more interesting shapes towards the ceiling
- re-arranged the lights and added a new damaged one that lies in the water
- edited the shaders on the debris in the pool so that they have vertex painted moss
- finally experimented with the track view editor and depth of feild (alot of fun!)
- Restored the lighting.
I've yet to upload any high poly shots of the brick walls i've done which a few people have asked for but i'll pop some up this week hopefully!
All comments, questions and critiques most welcome! Nearing the finishing line
A break down would be sweet..
+ to the bricks please! very curious how you did your bricks, reminds me of the bricks in crysis 3 (also incredible) please post any screen shots or your process for having the bricks like that! would be very helpful. just an incredible scene. cheers.
@ mats effect - thanks a lot! I'm glad it's helping you get some ideas for your own project, I just snuck a peak and am looking forward to seeing how you develop it further
@ Lankus Maximus - glad you like the focused shots, learning how to use the depth of field has opened up a lot of new possibilities for cool closeups
@ BlicKX10 - cheers dude!
@ Dazz3r - Hey thanks, they were a lot of fun to do, very quick but added some interest and good opportunity for dof use too - I have a high poly shot, though it's nothing too special, so i'll post that too
@ AbKi - thanks man
@ Metrons - Yesss i'm glad someone else wants to see it at night, I scrub the timeslider every now and then and the nighttime tod I set up does look spooky...I've got an emmisive shader too that i'd love to put on one of the lights for fun - though in their condition i'm not sure they'd still have any power lol.
If there's enough interest in the bricks or workflows for the scene in general I might try to take time to do a little document with some more shots, breakdowns, and engine workflows, maybe a little pdf if people are interested?
Didn't do much with the high poly, since it's only small, but here's a shot of the sprinkler and the modular pipe bits in a funky arrangement, more updates soon!:
the sprinklers look awesome btw, looks like they were fun to make.
I've been putting in the extra hours at work these past few weekends (as per usual lol) so i've not been able to work on the scene, plus a new toolchain at work has also fudged my master maya file for this and i've not had time to fix it yet, soooo anyway, here's just a few more close up shots I messed around with this evening...oh i'm planning a load of high poly images of the models I made for textures, like leaves, bricks, ivy, etc etc so that should be fun, stay tuned and thanks a lot for your comments, really appreciate it!
layered shader detail:
Damaged roof (you rarely see any of this so thought it was worth a shot):
Fern texture detail, ha, you know you have issues when you're modelling individual fern leaves in high poly:
Hose extinguisher wall mount:
Some broken glass, with little rain drops on them...thought it looked nice:
More images to come...then eventually I will retake and tweak all of these for my final images!
Can you explain why you decided to go with CryEnigne over UDK ?
Thx
@ CougarJo, thanks man, there are lots more little details to be put in yet, just got to decide on some final compositions
@ Ehsan Gamer - unfortunately you can't paint directly in the Engine, however you can get a shader that works directly in the maya viewport and so you paint the layered shaders there and then export to the engine, very quick and easy.
@ Serriffe - hey thanks, i'm glad people like those sprinklers, they were a rush job really over a couple of lunchtimes at work, but they were a lot of fun to do!
@ Liquid Spacie - Hey thanks for your compliments, glad you like it. I think I will do some kind of breakdown doc if people are interested, i'm not sure it'll be 12 pages lol as i'm putting in loads of overtime in at work atm, but i'll get some useful information in there i'm sure
Thanks everyone, more to come soon!
I've just been playing around with lots of different camera angles, close ups etc, hoping that if I take enough images i'll be able to select around a dozen final shots to further work into. But I post all images I take here, none are really final, but hopefully they give everyone a better idea of what's in the scene etc
@ LiquidSpacie - thanks for watching, new screens below!
@ Rhoutermans - Thanks for the comment, yeh some broken tiles would be cool on there, I might add some in a bit later
Here are some updated screens and i've also got some high poly brick shots i'll post at lunch time, thanks all!
Oh one more note, all shots need more DOF...enlarging the images in Cryengine seems to lessen the effect on output...
Door closeup, thinking of having shots like this to highlight the props in the scene, rather than separate marmoset shots:
I like the bricks in this shot, though I need more DOF on the foreground: