level creation

Photobucket
So, here it is.... my first serious attempt at the cryengine, rather than make a full level im just trying to make it realistic at the minute, which i think i have acheived so far, im usiong alot of built in models, as it'd take me years to make the amount needed in the cryengine, i must say they make using it quite complicated, as in forgetting to include a save button when u import your own models, had it since before christmas and iv'e only just got the swing of it really.

apart from all that iv'e started importing some of my own models into the engine, its also made me think about building collision meshed when i make my models, and how to texture my models so that the lighting looks ok ingame.

i also have made the ai in game for the birds in the sky, and fish in the sea, i also have a few turtles bummin around on the beach, and a shark out at sea to eat you if ya get too near.

modelling

booster
thort id move away from the modelling of people for a bit and model something fun, so i went for a god old mech, modelling was really easy as its all kind of square shaped, and flat sides, only had a bit of trouble with the head, riggin was awesome too, just had to attach the body parts to the skeleton with rigin envelopes, and as i didnt need any deformation the rig looked awesome, worked perfect, i used the same 4 lights in my scene as i always do, its not quite finished yet mind, textures are still abit land and need abit more detail.

modelling

face
Now that i think iv'e cracked my body rigging, i thought id move onto the face, the model was pretty easy to make mid you, now that i spline model them i can wack them out in about an hour, not including the high poly though, i kept it as simple as i could and added detail with the maps and bump map.

i also made sure i modelled in a cavity for the mouth, and 2 planes for the teeth, as id be rigging him to open and close his mouth, i also used a few extra polys making him so he could close his eyes, but it was only about 5 or 6 extra.

after making my base model and texturing it, i made alot of copies and changed each one to mave a different part of his face, its sounds tedious but it only took about an hour, and added a morpher modifier, and used the little slidy things to move his face and thn rendered.
i used the same 4 lights for the render as with my full basket ball player.

modelling

basketball
First character iv'e made since lotte that has turned out any good, iv'e moved away from the box modelling technique for the face becuase my proportions were just looking terrible, so i tried spline modelling them, as in the eyes, lips, and nose seperatly, and extruding edges to join them together and make the rest of the head, apart from the nose, and lips, i tried to keep it as low poly as i could, as i made a bump map for the details.

i made my high poly version in mudbox, which after trying z brush feels just like using paint, ill get some renders of my high poly model on here too soon.

i'm finding the rigging of my characters alot easier now i have leart how to use the physique modifier rather than skin, my basket ball player can move all his limbs, head and such without any real problems with bits i dont want moving, i did spend a fair bit of time editing the envolopes and vertex weights to get it perfect tho, and im happy with the results.

below is render of him, i have used 1 skylight, and 3 directional lights, one for my main light, one to lighten up the shadows a little bit, and one to give a highlight.
i like how this lighting setup works with the bump and specular maps, so i think ill use it with most of my final renders from now on.

rigged

modelling

bin
Been doing few bits keep me busy, made this bin for a level im making in unreal, and another in the cryengine at the minute, trying to decide which one i like better, so-far i find unreal better for indoor levels, and cryengine better for outdoors and such,
think iv'e cracked the modelling though, just gotta get better now, quite happy with how im progressing.