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Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2012-09-15 14:49
by Cossack
Spush - GTFO and let us dream :D

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-03 19:49
by BigNaptizzle
Sorry for the lack of updates guys, have been working on PR2 ever since I've posted this thread here (Foxhound approached me directly after that). Only have some minor updates to give you, as Muttrah has become more of a personal side-project.

Most of these are pretty much generic props I've created alongside doing the Fools Road CE3 map, so don't expect anything spectacular:

Road blocks:

Texture:
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In-Game:
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LODs:
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Wave Breakers:

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Street Light:

(mainly for material testing, the model is far from done)
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Fence (Docks):

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Dock Elements:

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This is everything Muttrah-related for now. Should be able to post updates more frequently from now on, can't promise anything though :) .

Stay tuned,

BigNaptizzle

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-03 19:57
by SShadowFox
Amazing, pure amazing.

After finishing this and taking a break, do you have plans to make other maps?

Posted: 2013-03-03 20:49
by Steeps
Are statics easier to make for CE3 than for BF2?

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-03 21:08
by BigNaptizzle
Are statics easier to make for CE3 than for BF2?
I would say the asset creation process itself is pretty much the same (read: its totally up to you and your skills/the difficulty of the static), can't say anything about importing them though, as I don't have any experience with the Bf2 engine in that regard.

However, CryEngine3 obviously allows for much more detail, so its actually worth putting adequately more effort into them.
Amazing, pure amazing.

After finishing this and taking a break, do you have plans to make other maps?
Thanks buddy!
Ofc I do. Although I still have to improve my modeling skills, so mapping certainly won't be my top priority.

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-03 22:31
by KaB
These pics make me shiver.

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 00:15
by Rudd
quite incredible

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 02:17
by zombie-yellow
This is jaw dropping ._.

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 02:51
by HughJass
so good and inspiring!

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 09:03
by titsmcgee852
Came everywhere

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 10:34
by Rhino
Cool, but I still find it amusing your making it straight after my PR:BF2 version and not after what is there in r/l :p

As I said before, if I was making this with making pretty much every static from scratch, I would be making what is really there, rather than re-making the BF2 statics that I just used because they where the best things available without having to make something new from scratch :p

Anyways your rock armour isn't actually what is around Muttrah or like the ones I made (although they where really crappy I will admit :p ), they should be a lot less rounded and more sharp edged etc: http://i.imgur.com/6QpU2T6.jpg

Your road block is also super low poly, we have even higher poly ones in PR:BF2 and would say that the wire on the top is really thin also, but texture looks good but really you should have slits in the sides where multiple ones link together.

Street light is also looking good but the lamp looks like it could do with a few more faces and missing quite a few details:
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Also as for the fence around the docks, the one ingame was a vBF2 one I used and made an open version for, the one in r/l that goes around the docks looks more like this:
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As for the dock edges, guess you could do worse than remaking the vBF2 ones but they where designed to cover up BF2's terrain lods, dunno if CE3 has the same problem but if not, I would reconsider their design myself to work better with the engine as they do tend to zfight with the terrain a lot with just overlapping it and I doubt CE3 would be an exception here.

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 11:28
by -=anders=-
very impressed here!!!

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 12:25
by BigNaptizzle
Thanks for your advice and reference Rhino, much appreciated. I will try to implement it as much as possible.

To everyone else: I'm glad you like it :)

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 17:21
by sweedensniiperr
KaB wrote:These pics make me shiver.
i can't even breathe

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 17:31
by rodrigoma
I have to agree with Rhino, what would be really interesting instead of just copying the map that doesn't reflect the real city density very well, would be to make some modular statics that could be arranged in many ways and directions . I imagine that would be much harder to make but result in a much more interesting city environment.

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 18:01
by AfterDune
I think it's fine to be honest, it automatically draws us near, just like what they did with Fools Road ;) .

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 18:12
by Spush
When you think of a remake you think of the original creation. So I think this is also fine.

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 18:31
by SANGUE-RUIM
i need oxygen

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 18:51
by PoisonBill
You are probably going to need a bunch of these :)

http://www.ongkk.com/photo/Lorry10_24ft ... Box_04.JPG

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Posted: 2013-03-04 19:03
by Phoenixo_Idaho
:shock:

Image