created [CE3] Hacker Nest Environmenton 09-22-2012 01:59 PM
Been working on a environment back and forth the last time so I tought about starting a thread for it. The main idea for the environment came up when I saw a concept a while ago and I new directly that I wanted to create an environment in that kind of style. You kind find the concept here:
I guess the concept is based on the Matrix movie, and a part of the Nebuchadnezzar ship. I wanted to use this concept as base for my environment but then also use my own ideas.
Besides the concept I created a moodboard to get a insperation of colors and mood for the environment:
*Create an inspring indoor environment with elements from the matrix scene and with submarine/ship features.
*Improve my skills in Cryengine with lighting, paricles, material/shaders etc.
*Contrast in colors (warm/cold) light (bright/dark) mood (cosy/dirty) technology (old/new)
*Final presentation with ambient images and video.
Heres some work in progress screenshots:
This is where I am currently in the progress (Final Shots):
Some early screenshots:
*Adding more personal belongings and stuff in the room and shafts.
*Colorgrading and updating lighting
*Material pass to define materials (metal, plastic, glass)
*More assets like, hanging wires, cables, dirt, chair, security cameras.
*Corridor with windows and vista.
*Video in monitors.
*Some other things (If I got the time.)
I will try to work on the scene and post as often I can.
Feel free to give feedback and critic on the environment and dont hesitate to ask questions. Stay tuned!
Last edited by karatekodden; 02-25-2013 at 09:09 AM..
Reason: added videos
e-freak: The cloth is just a plane, but its using cloth entity so its looking a little bit better when they are in movement. I might be able to use parallax occlusion the give it some extra depth or push the normalmap.
I'm liking this scene! Really good matrix vibe to it!
I would say to add more human elements to the scene to show human presence and stuff.
But since that is in yout backburner I will wait for the next update.
Nicocabbalero: Using the standard brushes (standard, pinch, dam_standard, morph) I used a morph target, created a hole and then with the morph target brush trying to bring back the hard edges.Then bending the edges a little bit to get the feeling of its been leather wrapped around padding.
A wrench I,ve been working on for the scene. Was thinking about that the character migh be able to pick it up and hold it in the hand.
Wow! really nice environment so far mate, really liking the overall feel of the environment and I really like the pipes as an asset.
There's a couple of things standing out for me:
- As a few other people have pointed out, the individual lights don't seem to be casting much light around the environment. It would be nice if they were emitting a little of the orange light, which contrasting with the blueish tone of the monitors will look great.
- It would be nice to get some AO around the legs of the bed where they met the floor. I've always had the same problem with my CryEngine scenes too, and I'm still looking for a solution, so this seems to be more of an engine problem but I'm sure there's got to be a work around.
Also I really like the steam coming from the pipes. Would you mind explaining what method you've used, i.e is it a particle or maybe a placed mesh that doesn't animate? I'm going to be adding smoke / fog to my Server Room environment soon so any insight would be great.
Looking forward to seeing how this turns out, keep up the good work
Last edited by Grimmstrom; 09-24-2012 at 02:57 PM..
Grimmstrom:Thanks! Yeah good point with the lights. Yeah the AO in cryengine is a little bit tricky sometimes. I havent really started with playing around with the setting yet. I dont know if u are aware of all the different ao settings? Rather then playing around with the AO in the time of day, you can open up the console and type in ssao or ssdo for more AO settings and play around with those values.
For the steam its using a paricle effect with an emitter. I guess it depends what kind of fog you want? If theres a moving fog i sugesst you using particles. If u just want some distance fog you can always use a fogvolume.
Helder: Thanks buddy! I will keep u posted!
Zer0: Cheers! The indents are modelled. Yeah I was defenilty thinking about adding more wires as in the concept, even if i dont want to go crazy and make it to noisy/messy.
Heres a close up screenshot of the shelf:
Cheers for all the feedback. Stay tuned for more updates!