Kindly thanks to @RDL_Vitos, for the most useful additions
Those are excellent maps to start with if You wanna stay with the present asset pool.
Further they excellent to lookup what an asset in WM:LL consists of, quite a lot of work is done in the editor after the art is complete!
Now on to our little adventure:
We have the game and editor working, we have some basic maps, and here are excellent tutorials on map making and starting, so I won't delve in those here.
Now on we are up to produce some art:
In blender or in 3dsMax.
I'm sure there are excellent artists who know way more than me in 3d art and design, I would highly appreciate if chime in here or even correct any of my mistakes. Especially in regards to 3dsMax.
I'm a Blender convert, so here I will lay out how to make art with a blender in the work pipeline.
a. Get any Blender You prefer to work in and just layout Your concept and work on it until it feels finished.
b. Don't emphasize on materials as they won't be covered in this scope (yet)
c. Once done and backed up, save the work in "legacy Mesh format" used in Blender 2.49
e. Install 32bit Blender 2.49b (I'm not sure if there is any other tho) so that the settings are shared for all users (!important!)
f. Get Collada CGF
from sourceforge https://sourceforge.net/projects/colladacgf/
it's probable it will stay there for a while so i post the link.
g. To use Colada CGF You need PyFFI
also from SF http://pyffi.sourceforge.net/
h. To use PyFFI, again, You need Python
, apparently You could choose 2.x or 3.x depending on PyFFI You've got, but I used v2.6.6
i. If You installed in the order e) h) g) f) You've got an tool-chain able to export *.cgf files for the Sandbox2. I congratulate
but that's not all by far!
To be able to export Your work, there are conventions in Cry2 engine that must be obeyed.
They seem to be mandatory.
1. Degenerate faces - surfaces of zero area - can't be converted so they must be culled out of the art.
2. Multi Face - occluded faces inside geometry and/or faces sharing only a single vertex - they must be edited to not occur.
3. the number of vertices a single object can hold seems to be limited to about 30k or so, to circumvent this, don't joint to much things together.
4. The number of materials is preferably kept low - at 3 or so. This is especially true for object of mass instancing (trees, fence elements...)
5. Each material has an index that matches the one on the object - it is determined by the order of occurrence in the file.
6. Don't publish anything until tested in the editor - being buggy as it is - count as tested only if loaded from a clean start!
The 1) and 2) are most easy hunt down with the BCry Exporter for modern (2.7 and on) Blender found here:https://github.com/AFCStudio/BCRYExporter
similar to the https://github.com/travnick/CryBlend
and I couldn't really recommend any before the other.
Bottom line they both don't work.
For Cryengine2 that is, we are bound to use.
But Blender 2.7 series are excellent for art design, and the fact they have those most useful tool for our disposal makes me recommend Blender 2.78b too.TL;DR:
Blender 2.49b (32 bit) and Blender 2.78b (64 bit) and following tools:
Collada CGF 0.3.9
CyrBlend (or BCry whichever but not both!) for Blender 2.7 series (and Cryengine 3.5.8 and later) for two most useful tools.
After the break we will make a sample workflow of and concept up to the editor (hopefully).
Stay tuned (and tool up!)