Since joining the Petrograd team, I have been very busy learning new things. However, before joining this team, I started out with just level design with the Sandbox 2 program using Cryengine 2. In Crysis, the thing that really astounded me was the vegetation and how it was rendered. One day, around a year after I had been working with Sandbox 2, I saw a modification being created by a member in Crymod who had created some very realistic forest scenes with custom-modeled vegetation, but he disappeared. Then, another member made an equally impressive forest and he stuck around.
I started looking into how low poly vegetation is created, and then when I found out how simple the basic concept was, I realized that the rest was just going to be up to me and experimentation. Since then I have been able to create lush forest environments with detailed ground-level plants and I have finally gotten a bit of a knack for making trees, although they are much, much harder than ground-level vegetation. The diffuse textures and geometry really have to have a good balance to come together and create realistic vegetation.
My work so far can be seen in Petrograd's August update.
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Koru Entertainment is the Indie Studio currently developing the game, Type 3. A dedicated and skilled studio, Koru Entertainment is dedicated to providing...
hey there
TROLL
Hey up.
Hows the development for Type 3 going? Ain't heard anything from you guys in some time now.
Indeed, it is. However, if you read what I said, I did actually complement your work, and your team - my comment was directed at the way that you held yourself on Crymod, and the way that you made your team look.
As I said - the game looks great, along with all the work that's been showcased. Don't misunderstand me there, please.
Ahhh, sorry, hadn't seen the comment on my page, or the Crymod apology...Bugger. Sorry about that. (Posted another comment, as I can't edit the above one!)
yeah well i try :D
hai!! wats up :D
hey Ragey!!!