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Master Class: A Guide to Character Art Preparation
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Character Art Director Abdenour Bachir shows you how to import art assets from 3DS Max into CRYENGINE in our latest Master Class.
00:00 Introduction
01:07 Agenda
01:46 PBR (Physically Based Rendering)
07:45 Exporting high resolution textures to specific hardware platforms
08:33 The 3 basic texture types used for characters
09:19 Character-related shaders
10:35 Character head demo in engine
11:57 Setting custom FOVs to showcase character
12:54 Setting up a test background and lighting
13:40 Folder organization for character assets
15:58 Protyping a character asset in Max
19:17 Creating a new level in the engie
20:51 Moving an object's pivot in Max
21:29 Modifying an object's pivot in Max
23:21 Pivots and geometry precision
24:10 Creating a character material in engine and syncing it with Max
26:37 Creating a new material in engine
28:37 Syncing an engine material to and model in Max
30:17 Testing multi-materials in engine
30:40 Converting a material to a multi-material
34:07 Placing a background behind the head
35:39 Adding lights to the scene
37:42 Generating a cube map
38:20 Testing various cubemaps on an asset
39:12 Adjusting the angle of the sun
Abdenour draws upon years of experience to deliver an in-depth presentation showing character art preparation workflows that you can use in your own projects.
The presentation covers everything from prototyping a character asset in Max to setting up the asset in CRYENGINE, including syncing materials, lighting, and testing it in the engine.
Find out more on the topic with our Documentation pages:
This Master Class is aimed at users with some experience of game development and CRYENGINE.
If you are completely new to CRYENGINE, we recommend that you download our beginner's course:
Or you can watch the tutorial on our YouTube channel:
Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
#CharacterArt #3dsmax #GameDesign
00:00 Introduction
01:07 Agenda
01:46 PBR (Physically Based Rendering)
07:45 Exporting high resolution textures to specific hardware platforms
08:33 The 3 basic texture types used for characters
09:19 Character-related shaders
10:35 Character head demo in engine
11:57 Setting custom FOVs to showcase character
12:54 Setting up a test background and lighting
13:40 Folder organization for character assets
15:58 Protyping a character asset in Max
19:17 Creating a new level in the engie
20:51 Moving an object's pivot in Max
21:29 Modifying an object's pivot in Max
23:21 Pivots and geometry precision
24:10 Creating a character material in engine and syncing it with Max
26:37 Creating a new material in engine
28:37 Syncing an engine material to and model in Max
30:17 Testing multi-materials in engine
30:40 Converting a material to a multi-material
34:07 Placing a background behind the head
35:39 Adding lights to the scene
37:42 Generating a cube map
38:20 Testing various cubemaps on an asset
39:12 Adjusting the angle of the sun
Abdenour draws upon years of experience to deliver an in-depth presentation showing character art preparation workflows that you can use in your own projects.
The presentation covers everything from prototyping a character asset in Max to setting up the asset in CRYENGINE, including syncing materials, lighting, and testing it in the engine.
Find out more on the topic with our Documentation pages:
This Master Class is aimed at users with some experience of game development and CRYENGINE.
If you are completely new to CRYENGINE, we recommend that you download our beginner's course:
Or you can watch the tutorial on our YouTube channel:
Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
#CharacterArt #3dsmax #GameDesign
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