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Post apoc scene Breakdown

Posted on 25 / 8 / 2013 in DevBlog | 5 comments

I’ve been getting many messages and e-mails requesting a breakdown of the scene I posted bellow.
So I’ve put together a quick breakdown of the materials and assets used in the scene and the WIPs, hope you enjoy it and I hope I helped! And again big props to Tor for his amazing DVD.

 

hp_post_apoc_scene_FINAL_anim

Modularity

Everything that qualifies as “architecture” is modular and snaps to the grid to make it easier and faster to work with. All the walls, ceilings, windows, pillars, beams, pipes all snap to each other in the same grid coordinates. Everything else like the vegetation, smaller props, cables, etc I just turned off the grid and placed them where I felt they looked good.

hp_post_apoc_scene_breakdown_assets

Materials and textures

 

Apart from learning the engine, re-usage and smart modular environment art were my main goals with this scene,  so just like Tor explains in his UDK DVD, I’ve created a Master Material for the entire scene and have a few instances of this material for different purposes, this materials allow Vertex Blend painting withing the editor, so each instance of an asset could be painted individually from one another, to achieve a different and unique look, this process is great to achieve some very different visual results with virtually no extra impact on performance.
For instance, the Tank/Robot in the scene is using an instance of same Master material as everything else, I just swapped the textures. So, all the Rust, Moss, Paint and dirt was painted with the in-editor Vertex Paint tool, each one in the R,G,B,A channels respectively.
Only two master materials have been created, one for pretty much everything being used in the scene and another one for the vegetation.

As for textures, again, I wanted to make as much reusing as possible, the whole environment uses a 2048*512 trim sheet where I mapped the vast majority of the assets with, one tillable 512*512 for the floor, the Tank is using a 1024*1024 and two 512*512 for the vegetation. I also needed to create the very small tilable 256*256 detail textures for the moss, rust and concrete cracks.

All the normal maps were made using nDo2, as for the metal areas I decided not to model high poly and I used the techniques showed on this video, and I also used ddo for the metal grime and noise. These both apps are amazing, and I couldn’t recommend them more!

hp_post_apoc_scene_FINAL_mats_anim

 

Post processing

Oh this was a fun one, I needed to study how to achieve good post-processing in UDK so I opened Epic Games Jordan Walker’s BatheHouse scene and studied how he managed to get that amazing high end look. And ended up adding vignette, a gradient to make the scene brighter in the bottom and darker on the top of the image, and a slight chromatic abberation. Also switched to a filmic tonemapper and tweaked it heavily to get the pastel and washed out shadowed areas.
I also made dirty lens and bokeh effect, I used the bottom texture to achieve the effect and I’ve placed the camera dust / scratches in the Alpha.

hp_post_apoc_scene_breakdown_BOKEH

Also, I’ve been getting some questions on how to do good post-processing.
Well, photography is one of my hobbies, and I got very used to image manipulation in a program called Lightroom from adobe.
So what I did was, I took a screenshot of the scene, worked it a little bit on lightroom until it looked just like I wanted it, then I went back into the editor and tried to mimic what I did in lightroom with the in-editor post processing tools, and I found this process surprisingly easier than I thought and it really worked, because you know exactly what kind of result you’re going for because you’re tweaking the parameters with a goal in mind, instead of just tweaking ’till it looks good.

That’s about it, on to the next project!

Thanks for reading!

Back into the game

Posted on 21 / 8 / 2013 in DevBlog | 1 comment

So, I haven’t updated this blog in quite a while; since the move to the US, life has been keeping me pretty busy.

But, I finally decided that I really need to get back into the game and do some personal work again, I always wanted to learn Unreal Engine so here it is, my first UDK scene, I’ve been meant to try this engine out for years (ever since the UT99 days) and now I finally had the will and time to do it, this engine if fucking awesome!

This scene started as a brain fart, following Snefer’s DVD on eat3d, but I kept working on it for a few more weeks. I’m already planning my next scene, will keep ya all posted, can’t wait!

Thanks!

hp_post_apoc_scene_FINAL_CAM1

hp_post_apoc_scene_FINAL_CAM2

hp_post_apoc_scene_FINAL_CAM3

A new beginning …a new life!

Posted on 26 / 7 / 2012 in DevBlog | 3 comments

 

This is it, this is for me one of the most exciting times of my life and I couldn’t be any happier.

Early this month I said goodbye to my good friends and colleagues at Crytek in Germany, whom I lived through some really good times that I’ll remember fondly forever and I’ll be relocating to sunny California very soon. I’ll be joining the Next-Gen MMO team at Blizzard Entertainment, and I’ll be working with some of the best talent this industry has to offer, among them are good friends that I’ve known for quite a while from the internet communities.

I could’nt be more excited about this, I keep expecting to wake up and realize this was all a dream… here’s hoping I wont and I’ll keep on dreaming! :p ‘Cos that’s what’s it all about folks, keep dreaming and working hard on the things you’re most passionate about, good things happen to those who work hard and remember that obstacles are no more than those frightful things you see when you take your eyes off your goals, so keep focused!

Live the dream.

CryENGINE 3 Materials – An in-depth look to CryEngine’s Material Editor

Posted on 2 / 5 / 2012 in DevBlog | 2 comments

 

 

I’m back yet again, with more tutoring stuff for CryEngine3, this time around something aimed at artists and for those who want to master the CryEngine3 Material Editor.

Materials has always been a topic that I’m extremely found of, there’s something awesome about going in there and fiddling with the shader and the material editor to get to that specific look you’re aiming for. In this videos, we’ll cover a wide range of materials, from metalic, to wood, cloth, etc, covering every little step of the way, from setting up the material, painting a basic texture, and further tweaks of the material to make it look pimp!
I also cover a few extra things that I’m sure it will help a lot of people, stuff like using an edge decal texture to get rid of ugly hard edges, scrolling textures, Parallax Occlusion Mapping, Decals, etc.

Check out Eat3D’s post about the whole bundle with more info, and detailed description of each video:
http://eat3d.com/blog/eat-3d/3-new-dvd-releases-cryengine-3-materials-vol-1-3-introduction-and-application

 

I want to thank Manuel “katzeimsack” Virks for inspiring me to do this tutorials in the first place, he’s one of the most talented folks I ever worked with, check out his website!

CryENGINE 3 – An Introduction and Application (3 Full DVD’s)

Posted on 1 / 12 / 2011 in DevBlog | 2 comments

Hello everyone, I’m back with yet more e-learning, and this time with a bang.
Eat3D just announced what I’ve been working on for the last month or so, 3 full DVD’s full of information on how to get started using CryEngine3, totaling around 18 hours of video.
Get it while it’s hot!

 

 

 

 

 


Volume 1:

- Getting Started and Folder Structure
- Overview of the UI
- Customizing the editor
- Viewports
- A quick look at entities
- Overview at panels
- Working with objects
- Your first level – Terrain
- Your first level – Lighting the scene
- Your first level – Terrain
- Your first level – Modeling the terrain
- Your first level – Detailing and painting the terrain
- Your first level – Adding Vegetation
- Your first level – Vegetation details
- Your first level – Detail brush placement
- Your first level – Environment tab
- Your first level – Fog Volumes
- Your first level – Water Volumes
- Your first level – Terrain

Volume 2:

- Your first level – Particles
- Your first level – Boids and Visual Dynamics
- Your first level – Decals and Roads
- Your first level – Prefabs and Archetypes
- Your first level – Doors
- Your first level – Ropes
- Your first level – Sounds
- Your first level – Layers and Organization
- Your first level – Solids
- Your first level – Creating a cave with voxels
- Your first level – VizAreas
- Your first level – Environment cubemaps
- Your first level – Clouds
- Your first level – Detailed lighting

Volume 3:

- Creating a simple interior level
- Creating and adding custom decals
- Creating and adding custom roads
- Creating and adding custom terrain layers and textures
- Deferred Lighting
- Lightbox
- Environment Cubemaps and Probes
- Custom terrain heightmap
- CryTIFF Exporter
- Materials
- Advanced Vegetation
- Creating a prop – Modeling and preparation
- Creating a prop – Materials and Textures
- Creating a prop – Proxy and LODs
- Creating a prop – Material variations and Tips
- Particles overview

Free tutorial: 3ds Max to CryENGINE 3 ~ Asset Pipeline

Posted on 26 / 9 / 2011 in DevBlog | 2 comments

Hello everyone, I recently recorded a free video tutorial on how to export custom made 3D assets into CryEngine3 (Works for both CryEngine3 Free SDK and the Crysis 2 Mod SDK)

 

 

I didn’t mention how to instal the exporter plugins in this tutorial, if you know how to, it’s very well documented in the CryDev SDK confluence page, just follow the link: http://sdk.crydev.net/display/SDKDOC3/Installing+Exporter+Plugins

PS. In the end of the tutorial, I forget to mention the LOD debug command, which is e_debugdraw3 (You’ll see a 1/3 on the objects pivot, meaning you are currently seeing LOD 1 out of 3)

New Portfolio and DevBlog

Posted on 15 / 5 / 2011 in DevBlog | 2 comments

Hello everyone and welcome to my brand new Portfolio, and DevBlog.

It’s been a while I wanted to redesign my portfolio, and reorganize things around here.
Now I’ll have the ‘Professional Work’ section where I placed all the projects I worked since I started in the games industry, and a few screenshots with individual descriptions. The ‘Personal work’ section, where I placed some of the work I did on my free time recently, and finally the ‘Museum’ section, where you can find some of my old work.

Finally, I have a brand new DevBlog, and for ease of use, this time comes integrated with the whole website. I’m trying to get the old posts from my old Blog to work on this one, so if you get a 404 please bear with me for now as I’m trying to migrate at least the most important blog posts I had, such as the DeusEx config, Max Payne sound fix, etc.

Thank you, I hope you enjoy and please keep checking back from time to time for new content.

 

Max Payne 1 ~ Windows Vista Easy Sound fix

Posted on 15 / 5 / 2011 in DevBlog | 37 comments

For some odd reason, when trying to play Max Payne on Windows Vista, you won’t get any music.
There are a couple of fixes out there, but all of them are a pain in the ass to follow, having to unpack the game, encode the musics, and pack it again.

With this fix, you’ll only have to run a .BAT file, and wait 2 minutes! :)

This works with Steam version and retail. Enjoy this ever lasting classic!

Download Now!

 

 

 

Crysis ~ Ultra High Quality Custom Config

Posted on 15 / 5 / 2011 in DevBlog | 7 comments

Hélder [HP] Pinto – Ultra High Quality Custom Config V1.3 Final

Increase the quality of Crysis with this Ultra High Quality Autoexec.
This autoexec includes all the features and graphics improvements available on Very High (Dx10).

This config has been tweaked to run Crysis within it’s maximum beauty, while still getting minimally smooth/playable FPS!
Minimum System recommended is a Nvidia 8800, 2GB RAM and a fairly good dual core CPU.

- Better shadows
- HDR
- Parallax Mapping
- Very high quality textures, terrain and vegetation
- Lightning improved
- High Quality particles
- Tweaked Lods for best FPS/Quality relation.

Installing:
1. Paste the “CVarGroups” folder into the folder “*:\Program Files\Electronic Arts\Crytek\Crysis\Game\Config”, and overwrite the existing one. (Backup you’re old one if you want)
2. Go ingame and set all the Graphics Settings to HIGH.
3. Paste the file “autoexec.cfg”, under the root of you’re Game folder, “*:\Program Files\Electronic Arts\Crytek\Crysis\Game”.

Change Log & Bug Fixes

Version 1.1 ~ release 23-12-2007
* Removed the blue distant trees artifacts.
* Removed very noticable vegetation popping effect with grass and shrubs.
* Increased the resolution of sprites, and tweaked sprites lods.
* Improved LODs.
* Improved particle LODs that caused mass usage of CPU.

Version 1.2 ~ release 03-01-2007
* Minor Tweaks.
* Removed useless “sys_budget_sysmem” “and sys_budget_videomem” commands.
* Added Very High Settings “CVarGroups” folder, to trick the game to use Level 4 graphics detail. ( Very High Dx10)

Version 1.3 RC1 ~ release 12-01-2007
* Improved physics, and particles.
* Fixed exaggerated green fluorescent vegetation when entering darker environments.
* Increased resolution of distance sprites, and increased the distance where 3D vegetation is visible.
* Added all the previous “CVarGroups” folder commands, onto the autoexec.cfg itself.
* Tweaked Screen Space Ambient Occlusion (SSAO):
- Shadows slighly brighter, and more detailed at close ranges.
- Brighter environments when playing at night.
- Fixed bug with Night Vision Goggles when playing at night.

Version 1.3 RC2 ~ release 14-01-2007
* Improved FPS

Version 1.3 RC3 ~ release 15-01-2007
* Improved FPS
* Improved water
* Due to bugs in the readings of the autoexec.cfg , readded Very High Settings “CVarGroups” folder,
to trick the game to use Level 4 graphics detail.
* Added a few FPS gain commands.

Version 1.3 ~ release 17-01-2007
* Increased vegetation render distance.
* Better and higher ocean waves.
* Fixed foliage wind activation distance too low.
* Improved water.
* Final tweaks, better FPS/Quality relation.

Version 1.3.1 FINAL ~ release 10-06-2008
* Fixed a bug where in some distant areas, the shadows start to flicker
* Increased character’s distance render draw to a more realistic value
* Minor tweaks

Download Now! Mirror

 


Official Discussion thread: http://crymod.com/thread.php?threadid=13790
(Please, refer to that link before mailing me for questions!)

DeusEx ~ Ultra High Quality Mod V0.1

Posted on 15 / 5 / 2011 in DevBlog | 41 comments

Hélder [HP] Pinto – DeusEx Ultra High Quality Config

logo

DOWNLOAD
Mirror #1

Increase the quality of DeusEx with this Ultra High Quality config.
I am not the author of HDTP or ENBSeries, I simply placed and tweaked those two together to achieve optimal graphical quality.
I didn’t had the opportunity to fully test this, so if you spot any flaws on my installation guide, or anything really, please let me know by sending me a e-mail.

- Better shadows and render contrast
- Bloom
- Bump Mapping
- Ambient Occlusion
- Specularity
- Very high quality textures
- Lightning improved

Installing
1. First of all, make sure you install HDTP-Release1 into DeusEx folder. (After install, it should create a HDTP shortcut on your desktop, if not, go to the game’s system folder and make one, you’ll be using HDTP.exe from now on)
2. After that, copy all the contents of the folder “DeusEx Ultra High Quality Mod Files”, and paste it inside the folder “System” on the game’s folder. (Replacing all the existing files)
You will have to edit the file HDTP.ini, search for the line that says “CdPath=J:”, change the letter “J” for your CD/DVD drive where DeusEx CD is placed.
3. Run HDTP.exe, the game should start, now go to Settings -> Display -> Rendering device, click “Show all devices” on the “DeusEx Video configuration” window, and select “Direct3D9 Support”.
4. Now, go back to settings, and select your favorite graphics resolution, and make sure to select 32bit on “Texture Color Depth”.
5. Select new game, and try it out. Pressing Shift + F12, disables and enables screen effects.

Change Log & Bug Fixes

Version 0.1 ~ release 07-10-2008
First official release

Notes:

- VERY IMPORTANT: Do not forget to edit the file HDTP.ini, search for the line that says “CdPath=J:”, change the letter “J” for you’r CD/DVD drive where DeusEx CD is placed.

- You wont be able to use your old save files after installing HDTP.
- Press Shift + F12, to disable and enable screen effects. This is useful to be able to better see the menu, due to exaggerated bloom.
- To tweak the bump mapping, press Shift + Enter, you should see 6 options on the top of the screen, press a number from 1 to 6, and use PageUp and PageDown to tweak.
- To tweak the D3d9 settings, press T, delete the “say” text, and type “preferences”. Go to “Rendering” -> “Direct3D9 support”, and tweak away! ;)

—————————
Thanks to:
ENBSeries
http://boris-vorontsov.narod.ru (ENB developer)

HDTP creator
http://offtopicproductions.com/hdtp/

 

Thanks to Buddy for giving me all these links in first place!

Enjoy the best game ever made, with fancy screen filter effects! ;)