Here is another unfinished scene (I often start stuff that I never finish…). When I played Max Payne 3 it really inspired me and I started this slum environment, imported in the CryEndine SDK (using the SDK vegetation):
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By Michaël.
In : Environments, News
Tags : 3D, CryEngine SDK, environment, Max Payne 3, slum
Here’s a project I started recently but will probably never finish… My goal was to model this rollercoaster and import it in the CryEngine SDK as usual, but I have a pretty annoying issue (see here for more info about this problem) and apparenty no one knows how to fix it so…
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By Michaël.
In : 3D, Environments
Tags : 3D, CryEngine SDK, Silver Star
Hi all, here is a small scene inspired by burningmonk’s photography, check out his gallery!
I did everything myself using 3Ds Max and Photoshop and then put everything in the CryEngine SDK (the tree is the only asset I used from the SDK).
Post-prod: a bit of sharpen, a bit of noise and the black bars.
Hope you’ll like it!
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By Michaël.
In : 3D, Environments
Tags : 3D, CryEngine, environment, Night, Rain, SDK, Toyko
I’m a big fan of Art Deco architecture so here’s a house from Hollywood Beach, Florida. More to come.
Shots from the CryEngine SDK. 17 112 tris. 9 materials. Vegetation is from the SDK.
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By Michaël.
In : 3D, Environments
Tags : 3D, Art Deco, Cry Engine SDK, house
Hi, I’m not dead, here’s a little something: you may remember this house I made…. last year (already one year!!), well now that I’m a bit familiar with the CryEngine SDK, I tried to import this little scene, so here it is (the trees are from the SDK):
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By Michaël.
In : 3D, Environments
Tags : CryEngine, Fable 3, house, SDK
From now on, I’m going to make more buildings, just to pratice. Always taken from reference, found this one on Google Street View.
Screengrabs from the CryEngine SDK. 12 465 tris. 17 materials (diff/norm/spec). The trees are from the SDK.
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By Michaël.
In : 3D, Environments
Tags : 3D, building, CryEngine, environment, SDK
Hi, I’m still alive, been working on several scenes and not even finished one… So here’s a quick one I made just to test lighting and mood (mostly self-illumination) in the Cry SDK. Based on a photo by Matt Barnes.
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By Michaël.
In : 3D, Environments
Tags : 3D, Cry Engine, Gas station, SDK
Okay, here’s my latest scene, which is a sort of Left 4 Dead fan art. The idea was to create a L4D-ish environment and for once, to do something industrial and most of all a complete scene, with a sky and everything. This picture is a screengrab of Max 2012’s viewport, with its realistic mode enabled. Just a little post-prod for the noise (and sharpen). It’s around 53 000 tris.
By the way, you should imagine seeing the 8 survivors (from L4D and L4D2) preparing their weapons to confront a horde of angry infected (which you should see the shadows on my buildings).
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By Michaël.
In : 3D, Environments
Tags : environment, fan art, Left 4 Dead
Latest picture of this one, I probably won’t finish it, but here it is (Max screengrab, Realistic mode enabled):
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By Michaël.
In : 3D, Environments
Tags : Detroit, unfinished, WIP
Hi! I’m back with something really different from what I’m used to, this time no filthy modern building with destroyed things… no, this time, it’s a pretty little house you could have seen in Fable 3. I played this game a lot recently and I love it, the ambient excellent. So, here’s a small tribute I made with 3Ds Max 2012. These are screenshots from Max’s viewport with the fantastic Realistic Mode enabled (this feature is awesome). Hope you’ll like it:
CryEngine version here.
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By Michaël.
In : 3D, Environments
Tags :
I continue my personal work at home, trying with new techniques. Here a building I’ve started:
I plan to import this scene into the CryEngine 3 when it will be released (and when I have a new PC xD).
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By Michaël.
In : 3D, Environments
Tags : building, Detroit, WIP
Here’s an exact replica of my parents’ house, asked by my father.
31,739 tris, using several texture (512 and 1024, diffuse, normal, alpha, specular).
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By Michaël.
In : 3D, Environments
Tags : house
Here’s the second hotel of my Vice City Project.
Hotel + Chairs + Tables = 15,621 tris
Using several textures with diffuse, normal, specular and alpha.
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By Michaël.
In : 3D, Environments, Vice City Project
Tags : GTA, Hotel, Vice City
New update of my second hotel. I love the Art-deco style !
As you can see, I’ve already textured the door, it’s because I first made the normal map for it, and I wanted to see it finished ^^ (1×512 diffuse, normal, specular).
I’ve also placed the Material IDs.
11,299 tris.
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By Michaël.
In : 3D, Environments, Vice City Project
Tags : GTA, Hotel, Vice City, WIP
I started the second hotel of my “Vice City Street”, here’s a little WIP. The main door is only a plan with a normal map and no texture at the moment.
5,930 tris.
PS : I always place a biped to see if the proportions are corrects
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By Michaël.
In : 3D, Environments, Vice City Project
Tags : GTA, Hotel, Vice City, WIP