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A look into the Character Art Pipeline

A look into the Character Art Pipeline

Welcome to the latest release in a series of video tutorials that were previously only available to CRYENGINE Insider subscribers. Today’s release covers a full character art pipeline using the very same techniques we use in our studio.

This comprehensive webinar shows you a full character art pipeline, in a little over an hour. Hosted by Abdenour Bachir, Lead Character Artist at Crytek, you’ll be taken from the Prototyping phase, including set up in engine and defining your look and function, through texturing and beautifying your art, and then finalizing your model to a shippable state. Abdenour has over 15 years of experience in the industry, and has worked on the Crysis series, Ryse: Son of Rome, and Robinson: The Journey in addition to working on our current production, Hunt: Showdown, so if you want to create character art like a pro dive into the video below.



This tutorial follows the most recent releases of our environment art pipeline video, an in-depth introduction to UI, a series of tutorials covering cinematic storytelling, and our introduction to audio tutorial. Each of these Master Class videos are hosted by Crytek experts and gives you a comprehensive introduction to techniques used on our own titles, so you can use the very same processes that we use in-house. You can find all of the tutorials and get the latest videos by subscribing to our CRYENGINE YouTube channel, where you’ll also find a wide range of other videos which will help you develop your skills.

These videos were made available first to CRYENGINE Insider subscribers. Subscribers are able to tune in live to these regular webinars, and can ask questions during those sessions in real time. You can find out more about how to access this content live and participate yourself by checking out our CRYENGINE membership plans. Becoming a member also means that you are contributing directly to the development of the engine, as well as gaining access to a range of benefits that will help you develop your skills and improve your project.

The feedback on this series of videos has been great, so we hope that you’ll find this tutorial as useful as the others. We’re always listening for ways to improve our learning offering at CRYENGINE, so if you have any feedback or ideas, we look forward to your thoughts on the usual channels - CRYENGINE forums, Facebook, and Twitter.

- Your CRYENGINE Team

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Comments

  • Show all comments (7)
  • Brian- Thanks for taking your time man! It means a lot to me, especially as I plan to switch to Cryengine in about 7 months. Keep up the work!

  • Wow, thanks for your reply Brian! It's really good to know that CryEngine team is caring about its community!

  • Hi everyone - this is Brian Dilg, the CRYENGINE Learning Manager here at Crytek. First of all, I'd like to thank you both for taking the time to post your insightful comments and suggestions. Your feedback is both perceptive and invaluable to us. While I can't address development issues directly, I can tell you that the CRYENGINE team has have read your comments and is already working on these kinds of issues. What I can directly address are the learning materials that we offer. I started at Crytek on October 2, 2017, and my mandate can be described pretty simply: I'm here to make CRYENGINE as easy to use and as well supported as it is rewarding to master. Undoubtedly, we have in the past poured more resources into developing the engine and using it ourselves to build games than into providing an adequate, up-to-date supply of tutorials, documentation, and other learning options. That is going to change profoundly. I'm confident that you'll see an immediate and substantial improvement in the substance, clarity, and technical quality of our learning offerings in the coming months, as well as the announcement of some major initiatives to address some of the issues you've raised. (If you happen to be subscribers, you can see the first webinar I produced with CRYENGINE programmer Alex Klinger on programming custom entity components in C++, released November 23: https://forum.cryengine.com/viewtopic.php?f=67&t=4409 If you're not, you need only wait until late December, when it will become available publicly after one month of exclusive access, as always.) Among many other things, you will be seeing a whole suite of C++ tutorials, addressing some of the most technically challenging and rewarding aspects of working with the engine. But we will be working just as hard to ease the learning curve for beginners, and provide comprehensive expert guidance on best practices that address the concerns of every job in game development, from level designers to animators to sound designers. In the meantime, I strongly encourage you to post requests for new tutorials as well as feedback on learning materials we've already posted in the Tutorials section of our CRYENGINE Educational Forum, where other community members can chime in as well: https://forum.cryengine.com/viewforum.php?f=11 That is the single most direct way for our educational and support team to get a sense of what your needs are and how well we're meeting them. While we do try to comb other platforms like Slack and Discord, it is just too time-consuming to comb through the hundreds of daily posts and try to summarize what amounts to requests or feedback with regard to learning assets. Thanks again for your comments, and keep it coming! Best, Brian Dilg CRYENGINE Learning Manager Crytek

  • EndiHaxhi, sure CryEngine is good as a shooter framework already built-in. But the major problem is that all those features that are ready for shooter creation are so much hardcoded into the engine and so undocumented that it takes you sometimes literally to wipe out the entire code and then make it yourself from scratch, which takes more time than just doing it from from scratch. Besides Unity has lots of documentation and plugins, unlike CryEngine. And as for 2017 features in 2012 version - that is not true. Free SDK used AI Navigation Modifiers, Forbidden Areas and it had to be done manually. I'm not sure about CE5, but in EaaS the navmesh can't be updated in realtime and there was absolutely no way to interact with it in code or do queries for user purposes and hence impossible to make RTS or Point&Click genre without buying the full source code from Crytek. So we need more coding docs. I'm saying it as a programmer and a designer.

  • Silver008-> You are spot on correct, but I would like to add something: Unity is way more barebones than Cryengine. It's not like Cryengine is designed for First/Third person, it just has way more tools than other engines to do those tasks. When you start with a FPS or TPS in mind in both Unity or Unreal, you have to literally do everything from scratch. In Cryengine, you have a comprehensive framework already available to you to prototype your FPS/TPS game instantly. BUT, since that is the only thing that we can do with ease in Cryengine, that is what most of us end up doing, due to lack of docs, tutorials or just bad impressions, that Cryengine can't do, say, an RTS, which it can. Cryengine is way ahead on features, like, it had 2017 features back in 2012, that far ahead. Lighting is amazing. Etc, etc. You can do much more with Cryengine than Unity and Unreal combined, and I say this as a programmer and as a level designer. Never have I seen such good level design tools. Navmesh is automatically generated based on height and is auto-updated based on what differed in the map. Try that stuff in Unity. You have to do a ton of programming, which I can do, because I learned it. But Cryengine does it out of the box, in just 10 seconds.

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