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	<title>
	Comments on: Crysis &#8211; Importing Architectural Models	</title>
	<atom:link href="https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/</link>
	<description>Data, Cities, IoT, Writing, Music and Making Things</description>
	<lastBuildDate>Sat, 21 Mar 2009 21:29:00 +0000</lastBuildDate>
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		<title>
		By: thehalflifedude		</title>
		<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/#comment-2373</link>

		<dc:creator><![CDATA[thehalflifedude]]></dc:creator>
		<pubDate>Sat, 21 Mar 2009 21:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1803#comment-2373</guid>

					<description><![CDATA[No offence, but could you stop posting the same video over and over and over?&lt;br/&gt;&lt;br/&gt;How about actually posting a tutorial for once?]]></description>
			<content:encoded><![CDATA[<p>No offence, but could you stop posting the same video over and over and over?</p>
<p>How about actually posting a tutorial for once?</p>
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		<title>
		By: tuck siver		</title>
		<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/#comment-2372</link>

		<dc:creator><![CDATA[tuck siver]]></dc:creator>
		<pubDate>Thu, 05 Feb 2009 01:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1803#comment-2372</guid>

					<description><![CDATA[We&#039;ve been looking at using Crysis for realtime previz for about a year. As of this time we are able to present the following features-&lt;br/&gt;&lt;br/&gt;Real-time, user controlled or pre-defined shadow studies at any scale or any speed.&lt;br/&gt;All kinds of aquatic effects including fountains, pools, rivers and of course the ocean itself.&lt;br/&gt;We&#039;ve got years of game-modeling experience, so it&#039;s no problem for us to create highly detailed models that look as real as the CryEngine can produce.&lt;br/&gt;We also understand the inbuilt shader engine quite well, so all our textures look as real as Crysis can do.&lt;br/&gt;Presentation tours- these are pre-programed tour points that allow a presenter to push a single key and show the audience any pre-arrange point of interest. From there the presenter can then fly or walk the camera where ever they like.&lt;br/&gt;Our scenes to date include Urban, Rural, Tropical, Temperate, City and Marine environments.&lt;br/&gt;We can include pedestrians to fill the scene out. These &quot;people&quot; can walk, drive or move in most other ways around the scene, even stopping to admire pre-selected points of interest.&lt;br/&gt;Vehicles of almost any description. Cars, boats, motorcycles, planes, trains and bicycles. All being driven or ridden by AI driven pedestrians.&lt;br/&gt;We can do real- time Depth of Field, colour correction, full sound-scapes in 5.1 surround and output these (except the sound) in real time.&lt;br/&gt;&lt;br/&gt;There&#039;s also a few other presentaion oriented features we&#039;re working on that I&#039;m not able to discuss here.&lt;br/&gt;&lt;br/&gt;Once Crytek sorts out their licencing issues we&#039;re planning to roll this out to our clients.&lt;br/&gt;&lt;br/&gt;I&#039;m afraid I can&#039;t post any images here, but if you&#039;d like me to send you something to prove that I&#039;m not making this up (yes, this engine really is that good), please email me on tucksiver@hotmail.com]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve been looking at using Crysis for realtime previz for about a year. As of this time we are able to present the following features-</p>
<p>Real-time, user controlled or pre-defined shadow studies at any scale or any speed.<br />All kinds of aquatic effects including fountains, pools, rivers and of course the ocean itself.<br />We&#8217;ve got years of game-modeling experience, so it&#8217;s no problem for us to create highly detailed models that look as real as the CryEngine can produce.<br />We also understand the inbuilt shader engine quite well, so all our textures look as real as Crysis can do.<br />Presentation tours- these are pre-programed tour points that allow a presenter to push a single key and show the audience any pre-arrange point of interest. From there the presenter can then fly or walk the camera where ever they like.<br />Our scenes to date include Urban, Rural, Tropical, Temperate, City and Marine environments.<br />We can include pedestrians to fill the scene out. These &#8220;people&#8221; can walk, drive or move in most other ways around the scene, even stopping to admire pre-selected points of interest.<br />Vehicles of almost any description. Cars, boats, motorcycles, planes, trains and bicycles. All being driven or ridden by AI driven pedestrians.<br />We can do real- time Depth of Field, colour correction, full sound-scapes in 5.1 surround and output these (except the sound) in real time.</p>
<p>There&#8217;s also a few other presentaion oriented features we&#8217;re working on that I&#8217;m not able to discuss here.</p>
<p>Once Crytek sorts out their licencing issues we&#8217;re planning to roll this out to our clients.</p>
<p>I&#8217;m afraid I can&#8217;t post any images here, but if you&#8217;d like me to send you something to prove that I&#8217;m not making this up (yes, this engine really is that good), please email me on <a href="mailto:tucksiver@hotmail.com">tucksiver@hotmail.com</a></p>
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		<title>
		By: Jon		</title>
		<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/#comment-2371</link>

		<dc:creator><![CDATA[Jon]]></dc:creator>
		<pubDate>Wed, 04 Feb 2009 18:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1803#comment-2371</guid>

					<description><![CDATA[DrAndrew, thanks for the crysis tutorials and the blog in general. Ive got a project illustrated using cryengine2, im an inhouse visualiser for a small architecture practice.&lt;br/&gt;Were thinking of using it for a fairly large exhibition. My querey is, given that http://www.imagtp.com/uk/ supposedly have exclusive rights to use Cryengine in Arch/Vis, would we be in legal trouble using the engine as shipped with the game, to promote a project/product? (obviously Nomads arms are not used, and landscapes are not directly using the gamemaps themselves) &lt;br/&gt;Much appreciated any thoughts.]]></description>
			<content:encoded><![CDATA[<p>DrAndrew, thanks for the crysis tutorials and the blog in general. Ive got a project illustrated using cryengine2, im an inhouse visualiser for a small architecture practice.<br />Were thinking of using it for a fairly large exhibition. My querey is, given that <a href="http://www.imagtp.com/uk/" rel="nofollow ugc">http://www.imagtp.com/uk/</a> supposedly have exclusive rights to use Cryengine in Arch/Vis, would we be in legal trouble using the engine as shipped with the game, to promote a project/product? (obviously Nomads arms are not used, and landscapes are not directly using the gamemaps themselves) <br />Much appreciated any thoughts.</p>
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		<title>
		By: Michael		</title>
		<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/#comment-2370</link>

		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Thu, 15 Jan 2009 12:02:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1803#comment-2370</guid>

					<description><![CDATA[Yes. You can get rendered frames out of Crysis. At almost any res. Real-time. Its quite fantastic. You can output a sequence of files as well. As to make animations. You can output them to several different formats. JPG or TIFF for eksample. Its very very nice!]]></description>
			<content:encoded><![CDATA[<p>Yes. You can get rendered frames out of Crysis. At almost any res. Real-time. Its quite fantastic. You can output a sequence of files as well. As to make animations. You can output them to several different formats. JPG or TIFF for eksample. Its very very nice!</p>
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		<title>
		By: Aoleon		</title>
		<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/#comment-2369</link>

		<dc:creator><![CDATA[Aoleon]]></dc:creator>
		<pubDate>Thu, 15 Jan 2009 05:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1803#comment-2369</guid>

					<description><![CDATA[Hi,&lt;br/&gt;&lt;br/&gt;This is fantastic!  Do you know if there is a way to get rendered frames out of the crysis engine?  Can you use this as a real-time renderer?]]></description>
			<content:encoded><![CDATA[<p>Hi,</p>
<p>This is fantastic!  Do you know if there is a way to get rendered frames out of the crysis engine?  Can you use this as a real-time renderer?</p>
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		<item>
		<title>
		By: Michael		</title>
		<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/#comment-2368</link>

		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Mon, 21 Jan 2008 12:40:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1803#comment-2368</guid>

					<description><![CDATA[I&#039;ve been following this use of the game tech for a while now. Ever since I saw the first examples of Crysis used for Viz purposes I&#039;ve been hooked on the idea. But I didn&#039;t get around to trying it out myself. This could be a really useful tool for those of us who work in the visualization business. &lt;br/&gt;&lt;br/&gt;Please follow up on this :)]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been following this use of the game tech for a while now. Ever since I saw the first examples of Crysis used for Viz purposes I&#8217;ve been hooked on the idea. But I didn&#8217;t get around to trying it out myself. This could be a really useful tool for those of us who work in the visualization business. </p>
<p>Please follow up on this 🙂</p>
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		<item>
		<title>
		By: satellitegml		</title>
		<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/#comment-2367</link>

		<dc:creator><![CDATA[satellitegml]]></dc:creator>
		<pubDate>Sun, 20 Jan 2008 22:48:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1803#comment-2367</guid>

					<description><![CDATA[Now all you need to add are some turrets, some tornadoes and some aliens. &lt;br/&gt;&lt;br/&gt;BTW what format did u impor the geometry in?]]></description>
			<content:encoded><![CDATA[<p>Now all you need to add are some turrets, some tornadoes and some aliens. </p>
<p>BTW what format did u impor the geometry in?</p>
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		<title>
		By: Andy		</title>
		<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/#comment-2366</link>

		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 18 Jan 2008 15:43:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1803#comment-2366</guid>

					<description><![CDATA[It was modelled in SketchUp and then imported to 3D Max - in a similar way to our Oblivion tutorial.&lt;br/&gt;&lt;br/&gt;Max exports to Crysis - so as long as you can read it into Max you can view it in game.&lt;br/&gt;&lt;br/&gt;I agree about modelling in sufficent details to match the crysis objects - this is a quick first try so things should improve :)&lt;br/&gt;&lt;br/&gt;Andy]]></description>
			<content:encoded><![CDATA[<p>It was modelled in SketchUp and then imported to 3D Max &#8211; in a similar way to our Oblivion tutorial.</p>
<p>Max exports to Crysis &#8211; so as long as you can read it into Max you can view it in game.</p>
<p>I agree about modelling in sufficent details to match the crysis objects &#8211; this is a quick first try so things should improve 🙂</p>
<p>Andy</p>
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		<title>
		By: Mr. Martini		</title>
		<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/#comment-2365</link>

		<dc:creator><![CDATA[Mr. Martini]]></dc:creator>
		<pubDate>Fri, 18 Jan 2008 15:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1803#comment-2365</guid>

					<description><![CDATA[What software did you use to create the model you imported?  Does the Crysis engine support most formats?]]></description>
			<content:encoded><![CDATA[<p>What software did you use to create the model you imported?  Does the Crysis engine support most formats?</p>
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		<title>
		By: asolitarywave		</title>
		<link>https://www.digitalurban.org/blog/2008/01/18/crysis-importing-architectural-models/#comment-2364</link>

		<dc:creator><![CDATA[asolitarywave]]></dc:creator>
		<pubDate>Fri, 18 Jan 2008 14:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1803#comment-2364</guid>

					<description><![CDATA[this looks great - the only issue is modelling in sufficient detail to match the quality of the native crysis objects (trees, grass etc). At the moment there is a slight feeling that the buildings come off second best - though the trees do look a bit stuck on.]]></description>
			<content:encoded><![CDATA[<p>this looks great &#8211; the only issue is modelling in sufficient detail to match the quality of the native crysis objects (trees, grass etc). At the moment there is a slight feeling that the buildings come off second best &#8211; though the trees do look a bit stuck on.</p>
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