4/26/2013

CryEngine Madness

In the run up to the last week of the project we're really feeling the pressure.  Conveniently, this is also the time that everything in CryEngine decides to break and turns the entire team into quivering wrecks.

With Ewa fighting the terrain at every turn we've had a hectic week of collective CryEngine anger floating across the labs.  The colour of the terrain hasn't been saving, there's been endless white fringe or blending issues when texture painting, not to mention the parallax maps not working.  However she's finally tackled whatever was broken and with Mike making particle effects and my skybox finally in we'll hopefully have something really atmospheric to show by the end of it!

We also got some really great suggestions for improvements to make on our level to really push it in detail, which was great to hear since it was stuff we wouldn't have known about otherwise.  With this in mind I've compiled a list of things to tackle over the next few days, partially for documentation's sake and mostly for reference for the rest of the team -

  • rotate the skybox and line it up with the sun.
  • paint the London horizon on the skybox.
  • tweak time of day and lighting.
  • use environment probes to push the detail of reflective surfaces.
  • smooth out and neutralise window diffuse, speculars and normals so that the environment probe reflects more naturally.
  • paint a variety of colours and terrains onto the level (now that it works!).
  • place grass alphas around terrain.
  • put in some more particle effects - fire, fog, reflective dust motes, flickering lamps and windows.
  • import boat and house low poly models and test.
  • create other side of the Thames.
  • extend terrain so the level is no longer an island.
With Ewa working on the level tonight (and me over the weekend) we should hopefully get better feedback about it from the CryDev website.  Screenshots to come soon!

- Anna

No comments:

Post a Comment

 
Twitter Facebook Dribbble Tumblr Last FM Flickr Behance