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  Go to the bottom of this page Crysis for architectural visualization purposes
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22.01.2008 00:21
blomstergutt
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 Smile

This post has been edited 1 time(s), it was last edited by blomstergutt: 22.01.2008 00:22.

blomstergutt is offline

22.01.2008 00:39
intrepidbiped
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.
intrepidbiped is offline

22.01.2008 00:41
Eshme
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.
Eshme is offline

22.01.2008 00:56
intrepidbiped
Uber Modder

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Thanks for the tip, Eshme Happy

Found them:

http://www.imagtp.com/

Sounds like they beat me to it Tongue
intrepidbiped is offline

22.01.2008 01:39
blomstergutt
Beginner

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Thread Starter Thread Started by blomstergutt


Imagtp


I actually saw their website a while ago. I agree totally, licensing the software is WAY beyond any kind of budget I have.

But still. Even if we/I/anyone just built a few models (Using Max, not the solids) And placed them in a level. You could still do REALLY NICE architectural walkthroughs. And in a fraction of the time it takes to render one of those badboys. Considering rendering 1 min of animation in Max (with Vray or .shudder... maxwell) would take ages (unless you have a nice little renderfarm) And still.. Its just very inconvenient. With this tool you could show various lighting conditions and and and.. well.. just everything. And you could pop out several minutes of animation every day. Like poppin' a pimple. A lot of the work will of course be in making good assets. Modeling the building in question with proper textures and mapping. But once that is done.. voila! You would of course have a library of plants and trees. As well as a library of skyscrapers and so on (for metropolitan areas) And other type of housing for more urban and rural areas.

I just think its a well of opportunities. But I'm not exactly sure how to get there Smile
BTW. Intrepidbiped, I was just watching your video tutorials before I wrote this. Very nice. Thanks a lot for that. Please do one that deals with exporting/importing assets from Max to SB2. I know there are PDF tutorials, but video really is a lot better at communicating these things Smile

Must go to bed now. Its over 01:30 am here in Norway.

I hope to gather some meaningful information here Big Grin

This post has been edited 1 time(s), it was last edited by blomstergutt: 22.01.2008 01:40.

blomstergutt is offline

22.01.2008 11:43
Hr.v.Bödefe ld
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?


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.

Hr.v.Bödefeld is offline

22.01.2008 13:37
Smithee
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
Smithee is offline

22.01.2008 13:53
clampinator
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
clampinator is offline

22.01.2008 14:21
blomstergutt
Beginner

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Thread Starter Thread Started by blomstergutt




smithee: Sweet! A tutorial would be a real lifesaver Big Grin Very much appreciated.

Clampinator and Bödefeld: DWG import? Straight into SB2? But how? Its hard enough getting decent models from DWG in Max. not to mention mapping issues. Or did I just misunderstand totally?

I just came home with my copy of Crysis. Will install ASAP. Screw the game Wink Lets get into the Sandbox. But seriously. I love to play computer games, but there is no time these days. All my spare time goes into 3DSMax and architectural stuff.

Anyhow.. I'm gonna get right into it now, and I'll hopefully have something to post later this evening.
blomstergutt is offline

22.01.2008 16:50
Larsus
Beginner

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wow!


Big Grin
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.

Larsus is offline

22.01.2008 17:33
blomstergutt
Beginner

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Thread Starter Thread Started by blomstergutt




Larsus: That is funny! Please share everything you find out. And I will do the same.

good luck
blomstergutt is offline

22.01.2008 19:22
Insanto
Uber Modder

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Insanto is offline

22.01.2008 22:50
Hr.v.Bödefe ld
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 Wink
Hr.v.Bödefeld is offline

22.01.2008 23:09
RB2610
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?

__________________
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Yay, Crysis runs on High Big Grin
RB2610 is offline

22.01.2008 23:19
Suicidal
Trainee

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I have been using the engine to make my house. I been modelling it all in 3ds max for a couple months now. I think it is great for arcitectural rendering. I made a it so you can press keys ingame to change the time of day. So you can see the different lighting at different tod instantaneously. And it looks great. Check out the screenies.
If you are better at texturing than I am, then you can get really awesome looking architecture.

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Suicidal has attached these images (downsized versions):
house.jpg house1.jpg house2.jpg
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Suicidal is offline

23.01.2008 00:01
blomstergutt
Beginner

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Thread Starter Thread Started by blomstergutt




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 Smile 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.

blomstergutt is offline

23.01.2008 00:25
clampinator
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.
clampinator is offline

23.01.2008 00:44
blomstergutt
Beginner

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Thread Starter Thread Started by blomstergutt




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 Big Grin


btw. Great site. Environment-textures.com. Must get membership!
blomstergutt is offline

23.01.2008 01:59
clampinator
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?
clampinator is offline

23.01.2008 02:27
blomstergutt
Beginner

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Thread Starter Thread Started by blomstergutt




clamp: I sent you a PM Smile

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 Smile Now I gotta go to bed. My wife will kill me Big Grin

This post has been edited 2 time(s), it was last edited by blomstergutt: 23.01.2008 03:11.

blomstergutt is offline


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