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Petrograd: an action-thriller first person shooter. Enter the shoes of a Black-Ops Special Agent, investigating the disappearance of a full city's population overnight. An eerie atmosphere and immersive environments are just the beginning, nothing is quite what it seems in this suspenseful experience set in post-USSR Eastern Europe. The purpose of this project was to create a trailer with near triple-A quality, that goal was achieved on Feb 2009, and thus this project has concluded. The studio has since turned pro and continues to produce commercial games. Thanks for you support.

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Report RSS Enemy Grunt (view original)
Enemy Grunt
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JustDaveIsFine
JustDaveIsFine

The texture bump map looks funny over the plastic elbow pads, in fact it seems to be over everything. Maybe even his face?
And why are his wrists bloody?

The guard on the far left looks unarmed?

Also, although it might be the standard pose, the gun seems like it would be awfully hard to reach wearing that armor.

And the grass on the left and right looks oddly pixelated.
The tree on the far right has an oddly stretched texture.
Is it just me, or do they all stand in the same poses as well?

Not trying to be harsh, just pointing out some things I noticed very quickly.

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Jokerme
Jokerme

Yo are wrong if you ask me. It looks nicely done. But yeah, bump maps could use some tweaking.

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kEEn_
kEEn_

Lol... its perfectly fine if you dont nitpick

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Callinstead09
Callinstead09

And that boxcar needs a new skin! the ground looks too dirty! There's too many trees in the woods! Why are military men wearing camo? WHY'S THE SKY BLUE?! WHY IS THERE GRASS GROWING OUT OF THE GROUND! WHY AM I ASKING YOU ALL THESE QUESTIONS!

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ben72227 Author
ben72227

Wow you really like to nitpick lol!
To answer your questions/comments though:

The enemy grunt models are being re-worked right now (see the last news update). The cloth bumpmap you see there is on an old build. And no, the face doesn't have that bumpmap lol!

The soldier may be unarmed, or maybe not. It will make more sense when you play it ;-)

As for the textures - the grass is probably being rendered as a sprite in that image (we're trying to make Petrograd actually *playable* on low-end computers so yeah you will see some performance optimizations like that every once in a while).

Ninjadave, I think you forget that this is a MOD right now, our team is all made up of volunteers, nobody is being paid to work on it. So if it's not 'perfect' like you want it to be, I'm sorry lol. We try, but modding Crysis is a lot more complex than making a mod for Unreal or Source - the level of detail required can be daunting.

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JustDaveIsFine
JustDaveIsFine

Whoa! Don't get me wrong, I'm not trying to attack you here.
I simply was pointing out a few things that looked a little funny.

I've worked with several engines before and with a large variety of mod/indie teams. I realize nothing is perfect and how complex a mod can be art asset wise.

Usually I try to comment on work like this to try and help the team notice it and fix it before a release.
Things like (what looks like) an unarmed guard don't matter.
He could be changed a million times before a release.
The stretched looking tree on the right does, since its probably being used over a 100 times throughout the whole forest.

In the scheme of things, a tree won't change game-play, but at least having it a 'little' more aligned will do some good for looks.

The grass texture still doesn't make sense to me. Out of all the things to optimize, a single alpha transparency won't make a big impact. Even a hundred of them.
There are a dozen other things that could be optimized, in this scene, instead of the grass if that's what you are going for.

Once again, the grass is simply just for looks, and overall, not even needed to be fixed. I just don't see why its there when there is perfectly good grass right beside it.

Don't take this as me 'just being nit-picky'. I'm honestly trying to help you refine your work a bit. You obviously have a great looking project here, and its almost upsetting when something small and simple breaks the look.

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Callinstead09
Callinstead09

the grass is pixelated because this screenshot is compressed!!!

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JustDaveIsFine
JustDaveIsFine

Are we looking at the same image here?
Its easier to see what I'm talking about when you zoom in.

Media.moddb.com

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Callinstead09
Callinstead09

ooOOooh, 0_0, now i see what your talking about, sry

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ben72227 Author
ben72227

Ninjadave, it's not necessarily the texture of the grass that causes performance issues, it's the geometry and the physics. Remember this is CryEngine we're talking about.

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JustDaveIsFine
JustDaveIsFine

All I'm saying is it looks weird.

Just simply swap the texture or add normal grass.
It just looks out of place with that way it is.

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chris_sloany
chris_sloany

yeah there just using the standard crysis animation pose.

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smallcombe
smallcombe

wow dude that was harsh, looks fine to me :P

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Sparky245
Sparky245

I see the pixelated grass in the background, the tree texture and the blood/bump map issues. Good eye, Ninjadave.

But frankly, this still looks the business :)

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Description

Character model by Anton Kozlov
Weapon Model by Mark Ashton and Earl Estes
Rigging by Chris Lau
Level Design by Benjamin Thatcher

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