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Max to cryengine. CryEngine 3 Video Game, GDC 10: Stage Demo (Cam) Part III HD. CryEngine3 Tutorial 21-Create a Rain. Amir's Portfolio environments. Thanks for the feedback guys, I do agree that the terrain looks rather random at the moment.

Amir's Portfolio environments

I'm trying out a different direction this time and probably something a bit more realistic as a goal for a portfolio scene. I'm going for a more stylised scene based on references such as Miazaki's art (studio ghibli). The goal is to make a cluster of floating islands with one or two houses plus some vegetation such as trees, ground plants and some ruins + scattered rocks.

Regarding the texturing style, I will be learning how to make hand-painted stylised textures while doing the scene. Presentations. San Francisco, CA Crytek.com: Technical Artist Bootcamp: Ryse Technical Artist Bootcamp: Ryse Riham Toulan – April 04, 2014Share Technical art continues to march forward and at a faster pace than most disciplines, as it is wide-reaching and wide open.

Presentations

Rigging, Python, pipelines, shaders, and unit tests are all known and understood at this time. Large studios need more powerful toolchains with more professional development environments, and small teams need each and every member to be very technically capable. Technical Artists know efficiency is at a premium, and a working tool is not good enough anymore; they will learn to focus on a quality user experience when designing tools and workflows. Tech Animators will learn quick prototyping techniques of animation systems, which has traditionally been one of the most complex areas to author. More techniques for automating asset processing, fast cinematic workflows, and optimizing asset performance for run-time will be covered. CryEngine 3 SDK: How to Create/Add Rivers - Tutorial 10. Cryengine 3 Tutorials. Welcome to YouTube! The location filter shows you popular videos from the selected country or region on lists like Most Viewed and in search results.To change your location filter, please use the links in the footer at the bottom of the page.

Click "OK" to accept this setting, or click "Cancel" to set your location filter to "Worldwide". The location filter shows you popular videos from the selected country or region on lists like Most Viewed and in search results. To change your country filter, please use the links in the footer at the bottom of the page. Comprehensive tutorials on Cryengine 3 About DCCTutorials This channel has one goal, teach you how to make things using Digital Content Creation Tools, such as 3ds Max or Cryengine 3. This channel has one goal, teach you how to make things using Digital Content Creation Tools, such as 3ds Max or Cryengine 3. 4,266 views. Wenda. Building a tree for the CryEngine2. In this tutorial I’ll talk a little about the method I follow when building trees for Crysis (or rather the CryEngine 2), from modeling to texturing.

Building a tree for the CryEngine2

I use Maya 2011 and the MayaCGF plugin I wrote to export my models to Sandbox2. First, make sure you have a goal to reach. By this I mean do some research before you tackle modeling a tree, or else it can become a grueling and unrewarding task. I know, I tried! Usually I place an image plane in the front view camera with a picture or drawing of the specific tree I have in mind. The model is roughly composed of the main trunk and branches (which are modeled as separate pieces) and the leaves and dry branches (which are simple textured polygons). The trunk’s topology can be simplified the farther away it gets from the player. Also, note that a good trick to avoid easily spotting repeating details on your trunk texture is to to skew uniformly the UVs.

In general, I tend to use 2k textures (meaning 2048*2048) unless the model’s really small. The tech of Crytek’s Ryse: Son of Rome. When Microsoft announced the Xbox One in May 2013, Ryse: Son of Rome was confirmed to be one of the first titles available for the next-gen console.

The tech of Crytek’s Ryse: Son of Rome

For Crytek, that provided a chance to develop a game with characters and environments seen in a level of fidelity they had not previously tackled. “In the past,” Crytek art technical director Christopher Evans told fxguide, “we had really focused on a polished experienced for the main character and then good looking characters for two, three or four main helpers to the protagonist. The protagonist on the Crysis franchise always had a mask and it was a first person game. So it was the type of game where we put more rigging work into the hands than the face! But on Ryse, one of the key pillars was ‘six feet to six inches’. Marius head render. One example of this was that during gameplay, the camera could zoom in extremely close to the characters at any time.