Sunday 1 July 2012

... 98%

New tank track texture. New top grating in aconditioner machines. New sun panels.


Changing decals and asphalt in spear level


Detail of ultrahd leaves








First test only diffuse of tank tracks



Adding bump mapping






 Adding parallax








21 comments:

  1. Es asombroso tu trabajo! Nada más pueda donarte algo, lo haré ;)
    Sigo al pendiente!

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  2. you should call it 'Crysis 2 Remake'. Now you can see that these are tank tracks. apart from bump mapping and parallax, is there any geometric depression? Cause it looks so 3 dimensional
    Great work!

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  3. AWESOME screens MaLDo, as usual :D
    The 3d effect with those decals and the tank tracks is incredible, THAT is how to use bump and parallax occlusion mapping, well done :)
    What did you decide, will you add an option to enable the custom ToD, DoF and all the other settings by ShonE?

    Anyway, 3.0c will be awesome in any case ;)

    Keep it up, greetings from Italy! :)

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  4. Woaaaw *_______*

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  5. Oh, this must be a joke! 95%,96%....98% I just can't wait to see 99'9%! ahahaha

    Seriously... keep on! there's a lot of nice work behind there.

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  6. I hope when MaldoHD 4.0 will be finish, you will work on 5.0 ;)

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  7. Hey Maldo, could you add ambient occlusion on the falling leave ? Nice work Maldo !

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    1. I did a test with leaves shadow using a displaced alpha channel but in some situations the result is worse than without using it. Will be perfect if an object can use all variations of alpha channel but it's only possible using decal property and then whole object is semi transparent. As is, only total black shadow is viable and I don't like the result in a lot of situations. This screenshot if from that test

      https://lh3.googleusercontent.com/-764EcaBVnCg/T_BAUxp36NI/AAAAAAAADHc/bO4bIjOwpMA/s2000/ScreenShot0611.jpg

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    2. MalDo, pienso que no se ve tan mal después de todo; y menos considerando que normalmente mientras estamos jugando, las hojas sólo las vemos de pasada y no de close-up con zoom... Entonces no puedes hacer que aparezcan más tenues? Sin embargo, incluso así de obscuras, creo que esas pequeñas sombras podrían añadirle un buen efecto de profundidad al suelo de la escena en general.

      Quizás podrías ofrecer la opción de activarlas/desactivarlas en el próximo configurador!

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  9. Por cierto MalDo, ya conoces los últimos avances en el método SMAA para Anti-Aliasing?
    Parece ser que en algunos casos puede llegar a producir un efecto de mucha mayor calidad que el FXAA. Y lo mejor, es que también se trata de un excelente trabajo por parte de colegas españoles... Si no lo conoces, estaría muy bien que le des una revisada a esto:

    http://www.iryoku.com/smaa/

    Además de la presentación y el vídeo, el "precompiled demo" que ofrecen disponible para bajar, es perfecto para que te des una idea de su implementación en tiempo real, así como de sus posibilidades y ventajas frente al FXAA... Pero en fin, si tienes tiempo revísalo todo ;)

    Estaría genial que encontraras la manera de implementarlo en tu próximo paquete! :D

    De nuevo, muchas felicitaciones por el increíble trabajo que estás haciendo; no solo para los fans de Crysis-Crytek, sino más aún para tus propios fans, que te aseguro ya somos montones de agradecidos.

    Salu2! ^^

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  10. Maldo, you have godlike skills with texture creation. Those tracks are photrealistic with the parallax map.

    BT, i think you should perhaps include the option to have the hard edges drop shadow on the leaves. While not perfect, I think the effect should perhaps be left to an option in your coniguration tool.

    Thanks for all the work you have done. It is immensely appreciated!

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  11. Hello MaLDo, I was wondering if you had created new textures for the prologue, too. I mean, the short level in the submarine, before the real first level. Did you modify anything there? Do you have some screens? Thanks a lot :)

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    Replies
    1. A lot of textures was redone in old 3.0 for submarine level.

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    2. Ok, thank you for your answer :)

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  13. The texture for the street doesn't match with the ground surrounding the manhole cover.

    The color and shades makes it look like the street is made of two different materials.

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    Replies
    1. Maybe if they look like two different materials is because they are two different materials.

      This is a real picture I take of a real manhole of the real world (near my home). What do we do?

      https://lh5.googleusercontent.com/-LxdSAR9HCMU/T_KsFxrP32I/AAAAAAAADJI/Bsq11h5WYWY/s800/P2131214.jpg

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    2. Don't worry about it, it's fine.
      Even in your real picture the ground around the manhole looks different, so I don't see the problem with the same thing in-game.
      It's nice :)

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    3. Of course, I just explain that the difference in materials is intentional.

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