Sunday 22 September 2013

Week 8.5 (experiments)

So I decided to come in today and work on my CryEngine/3ds skills.

I was watching Last woman standing ep6 of northern mexico, and they had some sublime scenery- so I decided to replicate it. I then got caught up in using terraces- so now it's a mix of the two.



A few problems:

  1. Too many poly's and shadows = game lagging out when surveying the landscape (around 30s at a time). [I guess that happens when you're doing 4kx4k on a uni comp]
  2. It looks great from the top. It's realistic, all my layers are set up with angles and makes for quick editing. BUT when you get to the ground- it looks like poop. (textures not loading until really close, unless it's the cliff texture; splotchy paint and "pixels" of colour everywhere. Going to try different textures)
  3. This program has more crashes than NeedForSpeed.

...

...

I came back to it after the 3ds session below

I can barely admire the view... 

Yeah so, that's that. On to 3ds..

I decided to try making a house from a house plan on GoogleImages..
Made a plane and applied the material..
Set snap to grid and fit the image to the grid..
Drew the walls in, attached all lines, set shape mod and gave it some height.
I've added segments so I can add windows and cover the doorways.
Here we go..
Yup.


Friday 20 September 2013

Week 8 - 3ds 2DMAX

First week back at 3dsMax since 2007/8 - starting to recall everything, it's prety easy.

(shapes) Line *draw*, attach + (mod) shell = floor w holes 
(make sure to make the shape in an anti-clockwise direction)

Materials editor is new, slate is like CryDev's flowcharts. It's also easy to pick up.
Though, to be honest, I don't really like Slate, it's a little fidgety and you have to make the window large to see anything.

The lecture was interesting, I never really thought about material life in terms of architecture, and how different things will fail first. The harder and non-reactive a material is, the longer it lasts, so a marble house would outlast a wooden cabin- though environment comes into it, so perhaps the only way it'd be the other way around would be if the marble house was in a windy desert (which would be an awesome idea), and the cabin was in a vacuum bell.



Here's a pic of four textures applied.
 I need to find tiled textures for my project.

I also tried to export, but this keeps coming up - I think it's just about the 3.5.3 bugs atm

I was right - no 2014 plugins as of yet
http://www.crydev.net/viewtopic.php?f=324&t=109413

INDEPENDANT STUDY


BORDEAUX HOUSE
The most unconventional of the three, made from oddly shaped building blocks and materials. Things like winched concrete windows and large open areas are cool- it leaves a lot of space for furnature or great reflective surfaces. Will probably use this one, but we'll see how things go.


BARCELONA PAVILLION
To me this looks like a Roman bath in the 20/21st century- large open spaces, marble and straight edges.
If I chose this, it'd have a huge amount of dirt collection on certain walls and corners, the floor will be cracked and flora will be sprouting through, and most of the structure will still be standing.


RUDIN HOUSE
Cool little house. I had an idea for a house kind of like this, a while ago, though they went with the traditional style of housing. Pretty standard Sims2 housing. It is interesting how the front door is through stairs.
In regards to its shape; I think it's making a statement, rather than being an excellent piece of architecture.

Sunday 15 September 2013

Sunday 8 September 2013

Well, I'm gonna be late- Week 6 -> 7

Well, I guess I'm gonna be late.


Oh and they moved the voxel cube option in the rollover panel - which screwed me for caves and flying islands