22.01.2008 00:21
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Beginner
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Crysis for architectural visualization purposes
Ok, I've been looking through some of the threads here (And some will say that I have to look harder). But I couldn't find a thread that deals specifically with what I'm after.
I'm new to this forum so this is sort of an introduction of myself as well.
I have to say that I am new to modding and I have never used Sandbox before. However, from what I've seen it is not black magic. You just have to sit down with it, and refer to some threads with tutorials if you run into something.
What I am really curious about is if there is anyone else out there who are using, or planing to use, Crysis as a tool for architectural visualization? I mean, its the perfect tool! I can't think of a better way to explore urban environments than within this engine.
I am quite apt at making models and texturing them in 3DS Max. And I'm sure I could find some tutorials out there on how to export/import into Sandbox 2. And then building a level with those assets. But they seem to be spread all over the place.
So where is the real question here?
Are there anyone else out there who use this for Architectural Visualization?
If so, would you care to share your insights on this matter?
I already saw the article over at Digital Urban
http://digitalurban.blogspot.com/2008/01...ral-models.html
Thats brilliant, but a little shallow.
Anyhow, thanks for your time. Hoping to attract like minded for fruitfull exchange of ideas and knowldege.
PS. to moderator: Feel free to move this thread to a more suitable area. I wasn't sure where to put it, and this seemed like a nice spot
This post has been edited 1 time(s), it was last edited by blomstergutt: 22.01.2008 00:22.
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22.01.2008 00:39
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Uber Modder
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I would have to agree that this is an ideal engine for visualization. But it would require
some further refinement.
This is actually what originally drew me to this engine in the first place...
My original thoughts were about being able to model right in the engine and then
stream updates directly to a live level online so that clients could gather together
online and tour a project while voice-chatting about possible changes... conveying them
to the modeler, and then having the modeler update the project while they stroll around
looking at other aspects.
Then they could return to the updated section and review the changes... the whole time
maintaining an ongoing dialog about the project.
This would be great for working out lighting schemes and seeing how everything looks
at different times of day practically instantaneously.
Unfortunately (at this time) the solids tool is really not up to the task.
Anyway, the potential is great to be sure... I am certain that one could build such an
application using this engine... but personally, I could never afford to license the tech.
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22.01.2008 00:41
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Experienced Modder
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RE: Crysis for architectural visualization purposes
This might not help really, but a company (whose name lost me) is using the Cryengine2 for architectural planning. Its only pictures out from it thou anyway. Maybe someone knows their name he he.
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22.01.2008 00:56
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Uber Modder
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22.01.2008 01:39
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Beginner
Thread Starter 
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Imagtp
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22.01.2008 11:43
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Beginner
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RE: Crysis for architectural visualization purposes
| quote: |
Originally posted by blomstergutt
What I am really curious about is if there is anyone else out there who are using, or planing to use, Crysis as a tool for architectural visualization? I mean, its the perfect tool! I can't think of a better way to explore urban environments than within this engine.
I am quite apt at making models and texturing them in 3DS Max. And I'm sure I could find some tutorials out there on how to export/import into Sandbox 2. And then building a level with those assets. But they seem to be spread all over the place.
So where is the real question here?
Are there anyone else out there who use this for Architectural Visualization?
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i´m planing to use it for visualization, too. atm i know how to get sketchup models via 3dsmax into sb2. now i´m working on my workflow for importing .dwg files from autocad (adt2007) into sb2. when i got this working i will tell u what i found out. as 3dsmax supports .dwg import it should be no big problems.
This post has been edited 1 time(s), it was last edited by Hr.v.Bödefeld: 22.01.2008 11:44.
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22.01.2008 13:37
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Beginner
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RE: Crysis for architectural visualization purposes
Thanks for looking at our post on Crysis and Architectual Visualisationm - i have just put an updated movie online with another to follow later this afternoon.
http://digitalurban.blogspot.com/2008/01...s-st-pauls.html
Once we have it worked out I'll also upload a tutorial if that helps?
Andy
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22.01.2008 13:53
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Trainee
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RE: Crysis for architectural visualization purposes
Hi,
I'm doing the same thing. I found that DXF/DWG importing was a real pain in the ass. The models I imported from Chief Architect were a reall mess. Lots of remodeling and the mapping was a real pain. Eventually I had to find a better model to import and rebuild.
I asked a couple of questions about the process in this thread-
Several questions
I've been plugging away at this for about a month now, and I'm getting really happy with the results. I've seen that it's possible to put civilians into the scene (in the videos linked in this thread), so I'm feeling a lot better about this than I was an hour ago.
Anyway, This is something I think has a LOT of potential, and I'm sure architects will be all over this once one of us gets it working properly.
Clamps
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22.01.2008 16:50
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Beginner
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wow!
guys, this is incredible! I spend quite some time myself looking for a suitable engine for architectural visulisation, and exactly the same day I find out about this engine on digitalurban.blogspot.com, you guys start this thread!
I'm gonna get started in the same matter asap, and promise to share all that I can find out!
I'm used to 3dsmax as well and would be very glad to find out about a way to get this working descently...
greetings, Lars
This post has been edited 1 time(s), it was last edited by Larsus: 22.01.2008 16:51.
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22.01.2008 17:33
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Beginner
Thread Starter 
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Larsus: That is funny! Please share everything you find out. And I will do the same.
good luck
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22.01.2008 19:22
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Uber Modder
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22.01.2008 22:50
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Beginner
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thx insanto - i think everybody knows this thread.
the question is the step BEFORE - how to get .dwg files into max
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22.01.2008 23:09
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Trainee
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Hi, its my first time on these forums.
I was looking around for info on the next patch and noticed this thread which intrested me quite a lot. Recently i have been thinking about what i want to do for a career and have wanted to work in game development for some time. I was on a site about the games industry and it said it is quite common for development staff to be underpaid considering all the work they do. As i would like to be quite well off at some point in my life this looked quite worrying. However another career i was thinking about was architecture which is quite a well paid job (is it?). So i was thinking of working in gaming for a few years and then settling down and being an architect or something later on. Does this seem like a good plan?
So this thread caught my attention and i was wondering whether it would be correct to assume that skills needed in game development and architecture are potentially quite similar?
__________________ My System Specs:
-Core2Duo E6300 @1.86 (OC'ed to about 1.99)
-3Gig Corsair XMS2 RAM 800MHz (4-4-4-12)
-Sparkle Passively Cooled 9800GT
-Windows XP SP3
Yay, Crysis runs on High
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22.01.2008 23:19
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Trainee
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23.01.2008 00:01
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Beginner
Thread Starter 
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Hi guys: I'm happy to see that there are likeminded people on this forum.
Suicidal: Love the screenies. Very nice. Very cool. You haven't gone over the top with vegetation. Is there a reason? I'm impressed. Is there anything special you did to import or is it just a matter of following tutorials? It would be cool if we could gather all relevant tutorials in this thread (through links) so if there is any tut you can link to in order to make the search easier that would be a real help.
On the interior screenie I noticed that there doesn't seem to be a spec map? I could be mistaken.
How do you configure it to change lighting conditions? That would be a major advantage to be able to easy simulate different lighting conditions and time of day.
Bödefeld: I'm really sorry. This might be a super silly answer, but getting the DWG into Max is not really a problem. Its just File>Import>*.DWG And then adjust the settings etc. Separate the rubbish linework. and off you go. Very simple. But that might not be your problem? I might have misunderstood you.
RB2610: I think its a good plan to do a little of both. I might be mistaken here, and I don't mean it in a bad way, but architectural studies take at least 5 years. So its really not something you just settle down with after a couple of years as a level designer. If you are passionate about architecture then I would totally recommend that you study architecture. A lot of people move from architecture to film. Take Eric Hanson for example. Very prominent guy in the FX business. Has a BA in architecture. And it would probably be a big plus to study the theory of Le Corbusier (on city planning) etc. in terms of level design. I'm not saying its a must. But I'm sure it will benefit you. And you'll have proper credentials. And you can do many things. On the other hand, going for level designer now might not (I say might.. really depends on talent) be the same kind of leverage later etc etc. I'm rambling. Sorry.
i didn't get very far today. Only had time to play around in the sandbox enough to make a terrain and put texture on it
Not the biggest accomplishment.
Will try to post more tomorrow.
Suicidal: please post more screenies
This post has been edited 1 time(s), it was last edited by blomstergutt: 23.01.2008 00:02.
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23.01.2008 00:25
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Trainee
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Suicidal- try this site-
http://www.environment-textures.com/index.php
If you want a model to look photo-reastic you simply must use photos. At least it's the fastest way.
The second trick I like is also as simple. To chamfer EVERYTHING. Every 90 degree corner should be chamfered to within an inch of its life (or once, which is often enough). This is a rule used in Max for off-line rendering (pre rendered stuff). But given the power of the cards Crysis demands and the fact that most achitectural projects will only have a main building and then some ghosts around it for context, this is often allowable, as long as your building's not too complex.
For example, if doing a hig-rise building, I'd chamfer all the main corners on the lower 2 floors and then not do the rest. The viewer (using the character as a camera) will never get close enough to see the lovly highlights this creates, and you save geometry upstairs.
Your house is cool. The model's great. I like the way you've used the terrain. Though that BBQ looks a little precarious. I can see the cook falling drunk into the pool.
Can you tell me, where did you get the info on how to build the button that switches the time of day? I have to build one myself soon, and any info or links you chould throw in here would be very helpful.
RB- good luck dude. The learning curve is steep, but the rewards can be great.
Blom- Getting a DXF into Max at any time is just digital pain. Always has been. The way I do it is to import the mesh, freeze it and then use it as a template for a COMPLETE rebuild. Its just not worth using the mesh. But that's just my opinion.
Anyone here know how to put grass on a roof?
Also, are there any actual Architectual Pre-Viz artists in here? I've got a few industry questions I'd like to PM anyone who might be kind enough to answer.
Clamps.
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23.01.2008 00:44
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Beginner
Thread Starter 
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Ahh.. DXF. I'm sorry. My mistake. I thought they meant DWG. hehe.. With DXF i don't even have clue. I work as a Architectural Viz artist, but I'm not sure if I know anything you don't
btw. Great site. Environment-textures.com. Must get membership!
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23.01.2008 01:59
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Trainee
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Yeah Blom, that texture site kicks ass.
BTW, the kinds of questions I have are related to how one would best sell the idea of real-time pre-viz to an architectual firm. Care to discuss this offline?
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23.01.2008 02:27
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Beginner
Thread Starter 
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clamp: I sent you a PM
Edit: Funny. Not allowed to post more than 1 msg after one another in less than 30 min.
Anyhow. Its late in Norway. almost 3 in the morning.
I've been at this for a while now, and I can't figure it out.
I export from Max 8 as outlined in that one tutorial. I have a DDS texture applied. With the crysis shader etc. Followed tutorial to a tee. And still I get.. well.. weird results.
I can edit the map with all the usual tools. That part was, thankfully, relative simple. However, the trouble starts when I want to import from Max. Now that is a whole different story. The funny thing is I did manage to get a textured box in there (Jippi), for a short while. But when I want to open my little teapot (exported from Max, not the default Crysis teapot) I get jibber jabber. I can see it as a thumbnail in the explorer window, but once it gets loaded in properly its just a sphere. I can't make any sense of it, and the tutorials seem to be a little here and there.
Now, mr. Suicidal, you've obviously done this a lot already. Care to shed some light on this issue?
sorry for the whining..
Edit 2: Jippi.. I did it.. I think
Now I gotta go to bed. My wife will kill me
This post has been edited 2 time(s), it was last edited by blomstergutt: 23.01.2008 03:11.
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