Victoria 5 in Cry Engine 3
highpp
Posts: 0
Just thought i'd share some game footage in the forums as a lot of people have asked about using Genesis in Cryengine. We have optimized Genesis for CryEngine. Added some mocaps from various places. We are currently working on character creation, will add a video when its completed.
For more info: http://www.allegragames.com/
Comments
nice video .
Did you guys make the models in the video ?
Do you have game license to use Genesis in your game - as far as I know you need one ?
Thanks.
We made some models, we purchased various ones from Daz, Michael O (unity assets), dexsoft and Arteria Assets. We will need to purchase a game license for Daz products before we release the game.
I was wondering how you were able to get V5 into the cry engine?
I can't see how to do it without a plugin and the cry engine only seems to support 3ds.
It's so much like one I've seen before I'm not sure what is supposed to be new. Just Female instead of male.
say what ?
say what ?
I could be wrong but I have seen this very demo before, same scenes same action... just before as in months ago.
ya January - this is the one ;-)
I made my way to your other videos, and I've gotta ask, I can't directly tell with them moving around, but is this V5 also?
http://www.youtube.com/watch?v=Typ7eP8SsVU
I have to say, that vid is kind of a fave. Haha
Obviously you didn't use Daz to put the models into the cry engine. The engine only supports importing from Autodesk 3d max. Otherwise it would be nice to know how you did it.
That is too funny! and cool at the same time.
Heya,
Both those characters are V5; on both of our videos (clothing and hair is also from Daz3d asset store).
CryEngine FreeSDK supports exporting via 3dsmax and Maya, from other 3d programs via community driven efforts.
We used FBX Export from Daz to 3dsmax, then CryEngine's plugin to export to engine.
Materials had to be reworked, UVW unwrapping had to be adapted to be more game-friendly, skeleton orientation had to be changed, few bones added; most of it was CryEngine-centric work.
'Out of the box' from Daz3d, you get a really good quality "high poly / high texture resolution" version of the character (with very afforable indie licence option, required before release of the game). Workflow to make it game engine-friendly is pretty much the same as any similar workflow when it comes to game production.
We haven't looked at V6 yet, TBH, waiting on M6 to get released.
Morphs that Daz characters come with are incredibly powerful to preserve and use by the game engine, for character customization.
We just published source code of the plugin (for CryEngine FreeSDK) that enabled us to do realtime cloth simulation (search: plugin_shroud on github). Use requires ability to compile software in VS2010.
Clothing and hair was optimized in 3dsmax (with ProOptimizer). Main character mesh is as-original, without inner mouth, and with reworked eyes (to fit CryEngine's eye shader). I wonder if Daz3D "decimator" now knows how to handle UVW differences, since G2?