This is just a quick viewport render of where my environment area is at. More assets need to be added in and then it is ready to be imported into the CryEngine.
Apr 20, 2009
Apr 7, 2009
Apr 2, 2009

Ok well here is the final character textured and ready for going in to the 'Nexus' game. The model on the left is 10K polys and the model on the right is half a million polys. I used the high poly mesh to help setup the normal maps for the low poly mesh. This is a straight render from 3DS Max 2008 and has only one omni light.
Mar 26, 2009
Raltime/viewport Screen Grabs
The first two image are taken straight for 3dsmax view-port this gives a pretty good idea of what the final model should look like in-game with all the textures loaded. The model currently stands at just over 10,000 polys with a single 2048x1024 diffuse,specular and normal map.


Here is a render with 3 omni lights in the scene and rendered in scan line.
The first two image are taken straight for 3dsmax view-port this gives a pretty good idea of what the final model should look like in-game with all the textures loaded. The model currently stands at just over 10,000 polys with a single 2048x1024 diffuse,specular and normal map.


Here is a render with 3 omni lights in the scene and rendered in scan line.
Mar 24, 2009
Here's a few updates on the Crysis environment work.
This is the interior for the lobby scene. Basic box modelling at the moment, but we've just started building this area.
Here's the full layout of the level minus the platform itself. I've just started modelling the escalator and running some Crysis animation tests.
Quick animation test of the escalator stairs. Had a lot of problems with this since the crysis movement parameters don't allow for path animations. They also don't like a lot of keyframe animation, so getting the stairs to do what I wanted was fairly difficult. However, its all working now yay!
Been tweaking the normal maps for the station platform. Hopfully looking a bit better now.
Pretty much finished modelling the platform now. Been adding in some new animated assets such as a security camera. The fans are also rotating as well as the train updates board.
This is the interior for the lobby scene. Basic box modelling at the moment, but we've just started building this area.
Here's the full layout of the level minus the platform itself. I've just started modelling the escalator and running some Crysis animation tests.
Quick animation test of the escalator stairs. Had a lot of problems with this since the crysis movement parameters don't allow for path animations. They also don't like a lot of keyframe animation, so getting the stairs to do what I wanted was fairly difficult. However, its all working now yay!
Been tweaking the normal maps for the station platform. Hopfully looking a bit better now.
Pretty much finished modelling the platform now. Been adding in some new animated assets such as a security camera. The fans are also rotating as well as the train updates board.
Texture Update...
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This is a quick concept of what the bottom of the escalator will hopefully look like in the final 'Nexus' mod.

