Screenshots

Ideas and concepts for maps, discuss here.
MajkiFajki

Re: Screenshots

Post by MajkiFajki »

@xandaxs
AFAIK licence for Crytek engine starts about 500 000 dollars.

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DagF
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Re: Screenshots

Post by DagF »

A model i started workin on today:
Image
Image

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Delirium
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Re: Screenshots

Post by Delirium »

MajkiFajki wrote:@xandaxs
AFAIK licence for Crytek engine starts about 500 000 dollars.

Actually, you can make your own game or mod using the SDK for FREE, but if you want to sell your game you have to go under a special license where crysis developers will take 20% of your profit
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Rayne
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Re: Screenshots

Post by Rayne »

Yep SDK for cry engine has been free for several months months now, same rules apply as the ones for UDK.
If you want to sell the game you have to pay for the license.
And Majki 500 000$ for the license? Cry engine 5000 won't cost that much.

@Del, that jizzing comment was a little gross. Not as gross as Wazza's comments sometimes, but still gross.

Back on topic. Here's a screen shot of some sort of occlusion-something-i-don't-know-what-to-call-this-mapping.

As you can see it's light dependent. Which means if light is strong, occlusion won't be visible at all but specular level will. As light fades, occlusion becomes dominant and pushes out the specular level.

Image

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theRipper
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Re: Screenshots

Post by theRipper »

Rayne wrote:Yep SDK for cry engine has been free for several months months now, same rules apply as the ones for UDK.
If you want to sell the game you have to pay for the license.
And Majki 500 000$ for the license? Cry engine 5000 won't cost that much.

@Del, that jizzing comment was a little gross. Not as gross as Wazza's comments sometimes, but still gross.

Back on topic. Here's a screen shot of some sort of occlusion-something-i-don't-know-what-to-call-this-mapping.

As you can see it's light dependent. Which means if light is strong, occlusion won't be visible at all but specular level will. As light fades, occlusion becomes dominant and pushes out the specular level.

Image



/quit
Image

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Rayne
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Re: Screenshots

Post by Rayne »

Left: no occlusion
Right: occlusion added through _n map
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Delirium
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Re: Screenshots

Post by Delirium »

Seems quite uniform, needs more variations. Other than that it looks pretty good
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Rayne
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Re: Screenshots

Post by Rayne »

Delirium wrote:Seems quite uniform, needs more variations. Other than that it looks pretty good

Yeah it is a bit dull, problem is the occlusion should match the diffuse map, right?
So if the diffuse map depicts a flat brick and color variations are just on the surface generating occlusion from it actually gives you a pretty shitty result.
Here's another comparison, this time the diffuse map is more complex.
Brick wall combined with old cracked up plaster. Loads of small holes and hills that look very flat and specular can't be properly applied due to the material nature.
Image

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johnnyenglish
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Re: Screenshots

Post by johnnyenglish »

DagF's fire extinguisher model looks nice and Valkovers models always make a map more complete.

shot0022.jpg

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johnnyenglish
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Re: Screenshots

Post by johnnyenglish »

Also a dirty rusty fuel pump model I'm working on, trying to make the pipe more "bendy". I've not made the shader for the display yet so please ignore that it says fame 1

shot0023.jpg


Also, why are my screenshots automatically resized?

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