CRYENGINE | The complete solution for next generation game development by Crytek https://www.cryengine.com/ The most powerful game development platform for you and your team to create world-class entertainment experiences. en-US Copyright 2020, Crytek GmbH. Thu, 30 Jul 2020 15:06:16 +0200 Mon, 03 Aug 2020 11:43:39 +0200 60 <![CDATA[CRYENGINE 5.6.7 hotfix available now]]> https://www.cryengine.com/news/view/cryengine-5-6-7-hotfix-available-now

Development is in full swing towards our next major release, but, as you know, we are dedicated to providing the most stable current build we can. So, CRYENGINE 5.6.7 is available now from www.CRYENGINE.com and the CRYENGINE Launcher. This release addresses issues that have emerged since the last update, CRYENGINE 5.6.6. Highlights in this hotfix include fixing an error where users could not import generic image formats (JPG, PNG, BMP) by dragging and dropping into the asset browser, ensuring that animation driven motion templates work correctly, and addressing an error in the FBX Importer UI incorrectly stating a sub mesh as LOD rather than Proxy. We also eliminate some unnecessary files from the download package that will help lighten the load.

Please let us know your thoughts and comments on the dedicated forum feedback thread, so we can address new issues in the future as part of our continuing drive to make CRYENGINE the best it can be. Work continues on our roadmap, and if you want to play your part in helping us shape the future of the engine, as well as try out new features first, we encourage you to sign up to the CRYENGINE beta

CRYENGINE 5.6.7 Fixes:

General

  • Tweaked: Removed unnecessary files from the engine build to reduce package size.

Templates

  • Fixed: Templates having an inverted SetAnimationDrivenMotion setting.

Graphics & Rendering

  • Fixed: (RenderDll, CrySystem) Window mode CVars not being respected.

Sandbox

  • Fixed: Setting an object's type from 'LOD0' to 'PhysicsProxy' shows 'LOD6' instead.
  • Fixed: Image conversion failure due to missing third party utility.

You can read the full release notes and the known issues for this hotfix here.

Stay tuned to our usual channels for the latest from CRYENGINE, and don’t forget to subscribe to our YouTube channel. If you have general feedback, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-5-6-7-hotfix-available-now Thu, 30 Jul 2020 15:06:16 +0200 Crytek
<![CDATA[Important Update: Asset Submission on CRYENGINE Marketplace is currently unavailable]]> https://www.cryengine.com/news/view/important-update-asset-submission-on-cryengine-marketplace-is-currently-unavailable

Asset submission on the CRYENGINE Marketplace is temporarily unavailable. We are currently investigating the issue. 

Don't attempt to set up new assets, currently, even if you can enter the submission process. There's a good chance that your progress will be lost and your product won't be submitted to the marketplace. We are working on a solution to this problem.

Asset purchases are not affected. 

We apologize for any inconvenience this might have caused. Watch this space for updates as we will let you know when anything changes. Meanwhile, don't hesitate to contact us in case you are having further questions, comments, or concerns.

UPDATE: 31.07.2020

We have rolled out a fix for CRYENGINE Marketplace. Asset submission is back to normal!

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https://www.cryengine.com/news/view/important-update-asset-submission-on-cryengine-marketplace-is-currently-unavailable Fri, 31 Jul 2020 14:40:24 +0200 Crytek
<![CDATA[Art Asset Pipeline: PBR Texture Mapping Tutorial Part 2]]> https://www.cryengine.com/news/view/art-asset-pipeline-pbr-texture-mapping-tutorial-part-2

Part two of our PBR tutorial mini-series hosted by Alin Alexa, one of our Technical Support Specialists, is out now. The first tutorial in the series introduces you to the terms and concepts used in PBR and texturing workflow, giving you a broad understanding of the topic. The second part of this series provides a practical step-by-step guide that you can follow along with to use photorealistic assets in your projects.

This tutorial gives you an overview of the CryTiff Exporter, provides you with an export workflow for standard PBR Textures, and includes an explanation of Alpha Channels and their use in game development and image workflows. You’ll also be shown how to achieve realistic surface reflection in games, and you’ll be introduced to screen-space reflections and cubemaps. By the end of this series, you will be equipped with an understanding of PBR and workflows to help you create and use amazingly realistic assets in your games.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Don’t forget to subscribe to our YouTube channel to get notifications about all our latest content. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/art-asset-pipeline-pbr-texture-mapping-tutorial-part-2 Tue, 28 Jul 2020 16:02:22 +0200 Crytek
<![CDATA[Audio Showcase Tutorial Chapter 4: Dynamic Ambience]]> https://www.cryengine.com/news/view/audio-showcase-tutorial-chapter-4-dynamic-ambience

Check out the latest video in our audio tutorial series hosted by our Learning Manager Brian Dilg, showing you how to create and use dynamic ambience to layer atmospheric audio into your scenes. This tutorial series uses a sample level that you can download for free on CRYENGINE Marketplace and includes everything you need. If you are new to the series, we have provided links to the first three chapters below.

In chapter four of this tutorial, you will be shown how to create audio layers that grow louder as players move closer and fade as they move away.  Brian introduces you to the concepts behind dynamic ambiance, and he then walks you step-by-step through the process, including adding audio trigger controls and layers, using fade parameters, creating area shapes, and more. By the end of the tutorial, you will have a finished level with dynamic audio, which you can test to see your results.

To accompany this tutorial, you can also follow along with our step-by-step written documentation.  The video uses FMOD audio middleware, which you can download from their website. Alongside FMOD, SDL Mixer and Wwise workflows are also covered in the documentation.

This tutorial is the fourth in the series. The following topics are covered:

Part one shows you how to add ambient sounds, audio triggers, and link sounds to actions like firing a gun:

Part two shows you how to add audio to animations:

Part three shows you how to add audio to particles:

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/audio-showcase-tutorial-chapter-4-dynamic-ambience Fri, 24 Jul 2020 16:03:48 +0200 Crytek
<![CDATA[Crysis Remastered Out Now on Nintendo Switch]]> https://www.cryengine.com/news/view/crysis-remastered-out-now-on-nintendo-switch

Today Crytek announced the launch of Crysis Remastered on Nintendo Switch! The remaster of the acclaimed first person shooter was developed and optimized in partnership with Saber Interactive. Crysis Remastered is available from July 23rd, 2020 for just 29.99 USD/EUR.

 Players can revisit the classic first person shooter on an all-new platform, or discover the ground-breaking visuals, destructible world, and adaptive gameplay for the very first time as they experience Crysis on the Switch with optimizations like vegetation bending, upgraded textures, depth of field and motion blur, enhanced dynamic lighting, global illumination (SVOGI), and gyro aiming.

 “We are really excited to be bringing Crysis to players on a whole new platform. This will be Crysis’ first time on a Nintendo console, as well as its first time on a handheld, and we think Switch players are going to love it,” said Crytek’s CEO Avni Yerli. “Crysis has always been a special title for us, and this release is a celebration of the passion the Crysis community has continued to bring to the franchise since its release.”

 “The original Crysis was known for hardware-melting graphics, so bringing Crysis to the Switch has been a fun and challenging project,” said Andrey Jones, COO of Saber Interactive. “Our team also brought The Witcher 3: Wild Hunt to Nintendo Switch last year, and that experience in combination with the power of the CRYENGINE are what made the whole thing possible.”

 Get Crysis Remastered on Switch now at the Nintendo eShop. For more information, visit www.crysis.com.

About Crysis

With its 2007 release, Crysis set the industry standard for first person shooters with stunning visuals, highly evolved gameplay, and an enormous sandbox world. What begins as a simple rescue mission becomes the battleground of a new war as alien invaders swarm over the game’s island setting. Armed with a powerful Nanosuit, players must use adaptive tactics to survive and conquer.

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https://www.cryengine.com/news/view/crysis-remastered-out-now-on-nintendo-switch Thu, 23 Jul 2020 12:20:04 +0200 Crytek
<![CDATA[CRYENGINE Developer Interview: The future of animation + Roadmap Update]]> https://www.cryengine.com/news/view/cryengine-developer-interview-the-future-of-animation-roadmap-update

Last week, we released an in-depth tech talk that Claudio Freda, Animation Programmer, and Pawel Wojtasik, Senior Animation Programmer, gave at GIC Poznan 2019. The talk explains the drive to evolve the animation stack, which will future-proof the system, decrease the learning curve, and increase accessibility for designers and technical artists. Today, we’re catching up with the guys to find out more about their progress with the animation system, which features they are most excited about, and how your feedback will help shape the development of the system. We are also updating the roadmap to reflect those new developments, so go take a look after reading the interview!

Hey guys, thanks for joining us. Let’s start with a bit of background. What’s your development history?

Pawel: I’ve been at Crytek for around five years. Before joining Crytek, I was working for another games company, where I first started as a gameplay coder, and then transferred to the engine team. I was part of a small task force developing a new character animation system from scratch, mostly focusing on low-level pieces and performance tuning. Crytek was one of the companies I applied to when I was looking for my next opportunity. The CRYENGINE team and the company environment overall made a great impression on me during my onsite interview. It’s a good experience to work on visible tech which is licensed externally while remaining at a company that is primarily focused on making games.

Claudio: I got into game development when I started my bachelor’s studies in Milan, the usual way, by doing amateur projects with other students. I’ve always been interested in animation, and I started thinking about the intricacies of animation systems when developing a fighting game with my university peers, which unfortunately didn’t end up being finished or released. I worked briefly in Milan as a UE developer but soon moved to Utrecht for a master’s program on game technology and media. I applied to Crytek out of university, after finishing a thesis project on motion synthesis techniques. I hadn‘t worked with CRYENGINE before joining Crytek. I had used Unity initially, and then Unreal Engine primarily, but I found it quite straightforward to switch to CRYENGINE when I joined in 2018. I think having used other engines extensively actually helps me a lot in understanding what’s working well, or not, in CRYENGINE, from an unbiased perspective.

What’s been your most satisfying moment working with CRYENGINE at Crytek?

Pawel: I've honestly had a lot of fun at Crytek, but I think the recent period might be the most satisfying so far. In previous years, a lot of my time was dedicated to supporting in-house and licensee projects, while slowly paying off technical debt in the background. However, we’ve grown our capabilities, team, and secured resources to kick-start development efforts, enabling us to design some new tech from scratch. It feels great to be back on R&D.

Claudio: I don’t have a particular moment, but really any time I get to work with Pawel ends up being very rewarding! We have similar goals and interests but different temperaments, ways of thinking and approaching problems, and it tends to create a constructive and meaningful working relationship. 

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What is the main aim of revamping animation for 2020 and beyond? What limitations are you looking to address?

Pawel: Our most important goal is to improve feature accessibility for non-programmers and to flatten the learning curve for first-timers. Although our current animation system is fairly feature-rich, it can also be hard to grasp and requires programming to access the most advanced features. Even for experienced users, it can eat up time due to slow iteration. From a technical standpoint, I think the main limitation of the current system is a lack of extensibility. CryAnimation offers very few extensibility points, so most of the time, custom features require digging deep into the engine code. With this new initiative, we aim to deliver a robust framework that is efficient, scalable, and future-proofed both for feature extension and hardware advancements.

Claudio: The Mannequin and CryAnimation stack in general is rather advanced, but it’s not the easiest to learn. Its main issue is that it’s implemented as a monolithic module, and you can’t really pick and choose which parts you want or create your own workflows because it was made for a particular approach to animation. It’s also hard for us to extend it with new features. As time goes on, it’s starting to feel a little aged as modern ways of approaching character animation (e.g., motion synthesis) are not possible without significant rework due to some hard assumptions made by CryAnimation about the nature of the animation assets it’s working with. Mannequin tries to solve this by using Fragments and FragmentIDs, but it only works effectively when following the animation model that CRYENGINE was using when it was developed. When deciding if we wanted to improve it or start from scratch, it was an easy choice to go for the second option. We wanted something more modular and flexible that allowed us and Crytek’s game teams to try out different approaches, depending on the game we’re developing. We also wanted to replicate the most useful Mannequin features in a more accessible way, so that users, internal or external, who are learning the system can learn one feature at a time as they need it. The final goal is that through the Playables system, both our teams and our users will be able to expand the new animation system with their own features while working organically with the provided modules, instead of having to work in parallel or override the results of the animation system.

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How will the new animation system compare to other engines?

Pawel: To be honest, we've been behind on certain industry trends when it comes to animation tools, so there’s an element of catching up that we’ve needed to do. Despite that, we still believe our design approach has certain advantages over what's out currently out there in the market, especially when it comes to complexity management, offloading performance concerns, and extensibility. Of course, this still needs to be proven in practice.

Claudio:  The features that we’re developing are not necessarily groundbreaking if considered individually. Timelines are present as Montages in UE and as Timelines in Unity. State Machines are pretty much everywhere. However, other features of the new system that is unique to CRYENGINE (tags, transitions, motion maps) we are lifting from Mannequin and offering them as individual modules. The main innovation is the way that all these features come together cohesively, and interact together as Playable assets that are consumed by Animation graphs. There’s also a big difference between our Animation Graphs and similar blend graphs or animation graphs that are offered in other engines: our focus on purely functional computation. This allows us to take advantage of a number of properties that are better explained in detail in the talk. We are also constraining users to keep stateful computation and state machines outside of the Animation Graph, which is largely for the better – if you’ve ever seen a UE4 Animation Graph with a deeply nested stack of state machines and evaluation graphs, you know what I’m talking about.

You revealed a lot of information about your plans in the tech talk. How has progress gone so far, since then?

Pawel: Unfortunately, we experienced some setbacks due to other projects taking priority and the recent pandemic outbreak. Although we haven't progressed at the pace we originally planned, we're currently back on track, and we are excited to gather feedback from our internal game teams on the feature prototypes we're finally wrapping up. Design-wise, the overall approach has been validated, although some details obviously changed as we started implementing them – that’s just the reality of software development. In many cases, we managed to come up with more simple and more efficient solutions by exploiting properties we hadn’t considered before.

Claudio: We are mostly working on internal versions of these features. Progress has been slow but steady. The thing that I’m most satisfied with is that throughout development, the initial design changed very little from how we initially envisioned it, which validates our ideas and assumptions about actual animation use-cases. The main difference between now and the talk is that Transitions have moved to a separate system that works in parallel with Scopes, instead of being part of the Motion Map/State Machine complex. You can look forward to more updates about this in the future.

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Which features are you most excited about users getting their hands on when they are released?

Pawel: Personally, I'm most excited about users playing around with the animation graph, maybe even coming up with fully procedural character setups driven through pose modifiers. Although we'll be shipping a very limited feature set for the preview, and it's hard to imagine complete setups working before we have the whole package ready, early feedback is still very important to us.

Claudio: I think users are going to really like to play around with the Animation Graph and experiment with their own animation setups.

Are you planning on any Phoneme or Lip-Sync tooling?

Pawel: We have a phoneme tool in the engine (Face Editor), and there are currently no plans to improve it. However, this feature is still on our radar, has already been discussed multiple times. We might have to tackle it mid-to-long term, depending on our in-house project requirements. In that case, we’ll either develop a solution ourselves or integrate some middleware, and our roadmap will be updated accordingly.

Is there going to be animation retargeting/reorientation in Sandbox?

Claudio: Regarding static retargeting, also known as offline retargeting, it’s something we’re thinking about in the future, but it’s not something we’re currently working on. This would be mostly a quality-of-life feature, as retargeting features in DCC tools are very extensive and complete.  Runtime, or online, retargeting is a different issue. We have no plans currently to develop this feature in the short term, but the new Playables system is designed for easy development of features like this as plugins. This is on a list of features we are considering developing in the future after the modular animation system is mature.

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Are there any plans for Live MoCap capturing tooling?

Claudio: Again, the new Playables system is designed for easy development of features like this as plugins. This is on a list of features we are considering developing in the future after the modular animation system becomes established.

Will animations and/or characters from previous versions be compatible with the new system?

Claudio: The base animation clip and blendspace format remains unchanged. The new system will exist in parallel with the legacy system until we can offer complete feature parity. Characters will be able to use the new system, or the legacy one, on a character-by-character basis. There might also be a limited third hybrid mode, where the pose results of the old system can be modified through animation graphs.

Do you have any tips for people working with animation in CRYENGINE generally?

Pawel: If you're stuck working on that feature you were supposed to ship yesterday, just abuse pose modifiers.

Claudio: Keep learning Mannequin, even if the new system is going to come out. The concepts behind Mannequin are still absolutely valid, and you will be able to carry your knowledge over the new system.

Cheers guys!

Head over to our YouTube channel for the tech talk, tutorials, and more insights about game development. We look forward to your feedback on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-developer-interview-the-future-of-animation-roadmap-update Tue, 21 Jul 2020 16:01:02 +0200 Crytek
<![CDATA[Developer Insights: Building an animation system for 2020 and beyond]]> https://www.cryengine.com/news/view/developer-insights-building-an-animation-system-for-2020-and-beyond

Development on CRYENGINE never stops, and today you can get an insight into the future of our engine’s animation system in a tech talk first given at GIC Poznan 2019 - now revealed from the vault for everyone's public view. In the talk, Claudio Freda, Junior Animation Programmer, and Pawel Wojtasik, Senior Animation Programmer, introduce the new animation system for CRYENGINE and explain how they are bringing innovations to the game animation landscape. The talk covers both low-level animation computational code and animation controllers, which are high-level systems, used to control animations on characters. The session also gives an overview of the pros and cons of the current Mannequin system, and you’ll learn about our plans to evolve the animation stack, which will future-proof the system, decrease the learning curve, and increase accessibility for designers and technical artists.

Next week we will be providing a new roadmap update and giving more information about the upcoming changes to the animation system, and an update on progress so far, with a further interview with Claudio and Pawel. Stay tuned to our usual channels for that, but in the meantime, check out this fascinating talk below.

Revealing this talk is the first step in a series of spotlights highlighting our development process on the engine. We want to start with more developer insights on what's next for CRYENGINE by taking a closer look at the Animation System overhaul, so stay tuned for more updates from Pawel and Claudio!

Don’t forget to subscribe to our YouTube channel to get notifications about all our latest content. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/developer-insights-building-an-animation-system-for-2020-and-beyond Fri, 17 Jul 2020 18:36:40 +0200 Crytek
<![CDATA[Master environments in CRYENGINE]]> https://www.cryengine.com/news/view/master-environments-in-cryengine-1

The latest installment in our expansive, in-depth environment editor series, which shows you how to create beautiful worlds with CRYENGINE, is out today. We have also released two new asset packs on the CRYENGINE Marketplace to accompany the course. Hosted by our Learning Manager, Brian Dilg, chapter four in the series covers two categories of post-production effects, HDR and filters. The video goes into detail about the tools and settings you can use to create believable, consistent worlds. Brian also provides you with the underlying theory behinds the techniques demonstrated, giving you a rounded understanding that will help you in your projects.

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The latest in-depth tutorial covers everything from understanding dynamic exposure on human visual perception and the link between auto exposure and field of view, to how to simulate human lowlight vision, use color to create realistic night scenes, and how to use and balance realism and creativity to create the right atmosphere for your scenes. You can also follow along with the tutorial by using our comprehensive written documentation.

If you are new to the series, we recommend you start at the beginning! The series begins with an overview of the environment editor and then shows you how to master volumetric fog and use SVOGI and ambient lighting. Each tutorial is accompanied by written documentation. Check out all of the lessons released so far in our recap blog.

To accompany the release of part four in this series, we have also released two free assets packs on the CRYENGINE Marketplace, which can be used across all of the tutorials.

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The Environment Presets Pack

Thirteen environment presets covering a range of environment and time of day styles, from dawn to dusk. Scenes include:

  • A simple, clear night with a low moon in the sky
  • A full 24-hour day/night cycle
  • A sun low and warm in the sky with heavy volumetric clouds
  • A simulated infrared camera view with a green tint, heavy grain and bloom, and limited depth of field
  • Volumetric clouds placed low to mimic fog volumes, strongly affected by wind
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The Terrain Example Pack

This pack includes three diverse scenes to use in conjunction with the tutorials:

  • Huge craters in a desolate, rough landscape
  • An island of steep mountains and a rugged valley
  • Dramatic mountains and deep valleys with a river and roads carved through them

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-environments-in-cryengine-1 Thu, 16 Jul 2020 16:09:29 +0200 Crytek
<![CDATA[Art Asset Pipeline: PBR Texture Mapping Tutorial]]> https://www.cryengine.com/news/view/art-asset-pipeline-pbr-texture-mapping-tutorial

Physically based rendering (PBR) is the topic for our latest tutorial mini-series hosted by Alin Alexa, one of our Technical Support Specialists. The series will cover the PBR texturing workflow in CRYENGINE and explain industry standards so that you can achieve photorealism in your scenes. The first video in the series introduces the terms and concepts used in PBR and texturing workflows. You will receive an overview of PBR, an explanation of standard texture map types, and a review of material functions and parameters. The tutorial will arm you with a broad understanding of the topic in advance of the release of the second part in this mini-series, which provides a practical step-by-step guide that you can follow.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for the release of part two, and don’t forget to subscribe to our YouTube channel to get notifications about all our latest content. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/art-asset-pipeline-pbr-texture-mapping-tutorial Fri, 10 Jul 2020 17:18:49 +0200 Crytek
<![CDATA[Hunt: Showdown 3D Apparel Creation Contest is now on!]]> https://www.cryengine.com/news/view/hunt-showdown-3d-apparel-creation-contest-is-now-on

Unleash your artistic skills, learn how to master Marvelous Designer, and take your chance to win some fantastic prizes by watching our latest tutorial and creating an outfit for a Legendary Hunter. Our new Hunt: Showdown 3D Apparel Creation Contest, hosted by Marvelous Designer, is running until 15 September, and we’re setting you the challenge of sending us screenshots of your best hunter outfits and garments. Enter, and you’ll be in with a shot at winning prizes, including NVIDIA graphics cards, perpetual Marvelous Designer licenses, merch from the Crytek store, and Hunt: Showdown keys.

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Marvelous Designer from CLO Virtual Fashion is an amazing realistic cloth making program for 3D artists, and we’re challenging you to use this awesome program to come up with some seriously cool outfits and send us your best screenshots. Head to the Marvelous Designer website for a free 30-day trial. We have released a free asset pack on the CRYENGINE Marketplace containing mannequin models, a female base Hunter model, a male base Hunter model, and a CRYENGINE-ready scene so that you can create the perfect screenshot for your entry. We have also released a new tutorial, hosted by our very own Roman Perezogin, one of our Junior Technical Designers. The video shows you how to set up a garment in Marvelous Designer, import it into CRYENGINE, and use the engine’s lighting to create the perfect shot – everything you need to make garments for this contest. 

A panel of artists from Crytek and Jae Hyung Park, the Head of the Marvelous Designer Team at CLO Virtual Fashion, will judge the entries. Full details of how to enter, prizes, and terms and conditions are available at the contest’s website. To get your creative juices flowing, we’ll give you a flavor of what we’re looking for:

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“The year is 1895. A malicious corruption has taken New Orleans, and a loosely organized group of bounty hunters are trying to stop it. Sent into the field by the American Hunter's Association, these hunters track and kill these monsters: for the gore, for the glory, and for the gold. But in the ultimate tragic irony, their efforts turn out to be feeding the corruption, and the more they fight, the more monsters will come.”

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The goal of this contest is to create a unique and compelling character outfit or garment that would be worn by your very own Hunt: Showdown Legendary Hunter. The design and feel of the garment should be authentic, realistic, and a good fit for the world and time period of Hunt.

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You can bring your own twist to the design – your character can be from anywhere in the world – but shouldn’t be overly modernized. Remember, Hunt is set in 1895. Legendary Hunters are the most badass, exclusive, and extraordinary player characters. They stand out, and they mean business. They live in an unforgiving world, full of monsters and ruthless competing Hunters, and whatever their story, it should be visible in the clothing they wear.

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Share your work and work-in-progress with us! Advertise on social media using the hashtag #HunterFashion & #HuntContest and join the Hunt: Showdown and Marvelous Designer Discord server to meet with like-minded fans and artists.

Good luck, and we can’t wait to see your entries.

Don’t forget that you can connect with us and fellow devs on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don’t forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/hunt-showdown-3d-apparel-creation-contest-is-now-on Tue, 07 Jul 2020 12:02:27 +0200 Crytek
<![CDATA[AAA CRYENGINE games in the Steam Summer Sale!]]> https://www.cryengine.com/news/view/aaa-cryengine-games-in-the-steam-summer-sale

The Steam Summer Sale is now on, and there's no better time to pick up some epic CRYENGINE-powered games for your library. Check out a range of titles from AAA teams delivering blockbuster production values across a variety of genres, available with substantial discounts until 9 July.

Sniper Ghost Warrior Contracts

Get 40% off the latest installment in the legendary Sniper franchise from CI Games.

"Become the ultimate assassin in the most realistic modern warfare sniping game available. Engage in an immersive single-player campaign across large, open-ended maps. Tactical thinking, a stealthy approach, and precision in the execution of long shots required."

Prey

Pick up the beautiful, atmospheric Sci-fi shooter Prey with 70% off.

"In Prey, you awaken aboard Talos I, a space station orbiting the moon in the year 2032. You are the key subject of an experiment meant to alter humanity forever – but things have gone terribly wrong. The space station has been overrun by hostile aliens, and you are now being hunted."

Kingdom Come: Deliverance

The award-winning RPG adventure from Warhorse Studios is now half price.

"Kingdom Come: Deliverance is a story-driven open-world RPG that immerses you in an epic adventure in the Holy Roman Empire. Avenge your parents' death as you battle invading forces, go on game-changing quests, and make influential choices."

Hunt: Showdown

Get 45% off our very own Hunt: Showdown, a competitive first-person PVP bounty hunting game with PvE elements.

" Savage, nightmarish monsters roam the Louisiana swamps, and you are part of a group of rugged bounty hunters bound to rid the world of their ghastly presence. Banish these, and you will be paid generously—and given the chance to buy more gruesome and powerful weapons."

Wolcen: Lords of Mayhem

Treat yourself to 25% off this beautiful action RPG and shapeshift into a customized apocalyptic avatar of destruction.

"A dynamic hack' n' slash game with no class restrictions. Choose your path as you level-up and play your character the way you want! Explore a shattered and corrupted world to uncover its ancient secrets and hidden truths."

Stay connected with all things CRYENGINE on our forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. If you're starting out with game development, or want to brush up your skills, don't forget to subscribe to our YouTube channel, which is home to tutorials spanning all aspects of the engine and game development.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

]]>
https://www.cryengine.com/news/view/aaa-cryengine-games-in-the-steam-summer-sale Fri, 03 Jul 2020 16:00:46 +0200 Crytek
<![CDATA[CRYENGINE 5.6.6 hotfix available now]]> https://www.cryengine.com/news/view/cryengine-5-6-6-hotfix-available-now

CRYENGINE 5.6.6, our latest hotfix, is available now from www.CRYENGINE.com and the CRYENGINE Launcher. This hotfix includes several attachment fixes from HUNT: Showdown, providing battle-tested stability as we back-integrate from our successful title. We’re also updating the Audio FMOD and Wwise SDKs, and we’ve fixed several issues related to projects and packaging that were reported by you.

As you know, there has never been quite a time like this in modern history, and while we have implemented new processes, we are operating in unprecedented times. We understand that several of you were disappointed to hear that we have delayed the full major release of the next engine version until early next year, and so we are happy to provide this hotfix in the interim to help solve some of your issues now.

With so many new features coming in the next major release, we need the extra time to ensure the best possible experience. If you haven’t already, we encourage you to sign up for the CRYENGINE beta to access early builds with new features, and your valuable feedback will help us to focus development in the areas that are most wanted. You’ll also be able to have fun with preview versions of some really exciting features which are coming to CRYENGINE.

To help us keep making CRYENGINE better for everyone, please continue to let us know your thoughts and comments on the dedicated forum feedback thread.

We would like to show our appreciation to all those that take the time to provide bug reports, problems and requests to us so that we may improve CRYENGINE for everyone going forward. Here we will highlight the fixes and changes that were reported and requested by the community making it into HotFix 5.6.6.

AI

FIXED: Flowgraph node Actor:VisualDetector node never activating. Wrong typeMask used for observer parameters.

FIXED: Fix incorrect FactionId parameter type in Schematyc Node Description.

Animation

TWEAKED: Removed inversion of parameter/checkbox "Animation Driven Motion".

C#

FIXED: Prerequisites for C# Extension to support VS2019.

Sandbox

FIXED: No textures from Substance Material. Update Substance Importer to Substance Engine 6.3.

TWEAKED: Add level info to ILevelSystemListener::OnLoadingStart event instead of passing a null pointer in Sandbox.

System

FIXED: GameLauncher fails to find the project file when sys_project and -project are missing. Default to game.cryproject if neither exists.

FIXED: Add .env files to xml file list used in project package build.

FIXED: .cryproject loading when the project path is absolute.

Tools

TWEAKED: Added 3ds Max 2019 exporter.

TWEAKED: Added 3ds Max 2021 exporter.

Additional Fixes:

Animation

FIXED: Several attachment update fixes from HUNT.

Audio

TWEAKED: Updated to FMOD Studio 2.00.07.

TWEAKED: Updated to Wwise SDK v2019.1.7 build 7135.

Tools

FIXED: Contents of Tools/PakEncrypt going missing.

You can read the full release notes and the known issues for this hotfix here.

Please note that the GitHub Source Code release has been delayed due to technical issues with the link between our internal Versioning Systems and GitHub. We plan to roll out the Source Code release next week.

Stay tuned to our usual channels and don’t forget to subscribe to our YouTube channel. If you have general feedback, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

]]>
https://www.cryengine.com/news/view/cryengine-5-6-6-hotfix-available-now Thu, 25 Jun 2020 16:35:37 +0200 Crytek
<![CDATA[Master environments in CRYENGINE]]> https://www.cryengine.com/news/view/master-environments-in-cryengine

Learn how to make beautiful worlds with CRYENGINE by checking out our environment editor tutorial series, hosted on our YouTube channel, home to a huge range of courses that cover a broad spectrum of game design principles and practical techniques.

The series so far introduces you to an overview of the editor, shows you how to master volumetric fog, and use SVOGI and ambient lighting. Each tutorial is accompanied by comprehensive written documentation. The next chapter in the series, covering HDR and filters in the environment editor, is coming soon. We will also be releasing a free new CRYENGINE Marketplace asset pack soon, containing several environment presets with corresponding terrain heightmaps that can be used as either a starting point or resource for your environments. Stay tuned to our usual channels for more information.

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Environment Editor Tutorial Part 1: Editor Overview

This tutorial gives you an overview of the environment editor, the principles upon which it was designed, and the three key parameters which most dramatically affect the appearance of your game world: the sun, the sky, and fog. The concepts and benefits of a dynamic versus a static time of day are discussed in the video, and you will be shown how to create and assign environment presets. This practical tutorial provides a tour of the editor’s features as you learn how to use lighting to deliver atmosphere and ambiance in your levels, whether you wish to achieve a realistic or a more stylized aesthetic.

Follow the written documentation for this tutorial here.

Environment Editor Tutorial Part 2: Volumetric Fog

Learn every aspect of using volumetric fog, from its theoretical underpinnings and relationship to real-world atmosphere to fine-tuning voxelization through console variables. The tutorial also compares the previous fog effect with the advantages that volumetric fog provides, showing you the parallels as well as the differences. The tutorial goes on to explain the environment editor parameters, distinguishing between those that affect global fog from those that only affect local fog volumes.

Follow the written documentation for this tutorial here.

Environment Editor Tutorial Part 3: SVOGI and Ambient Lighting

Get a step-by-step guide to simplifying the SVOGI system’s many settings down to the essential parameters that you need to fine-tune ambient lighting for both interiors and exteriors. By the end of the tutorial, you will be able to implement lighting that behaves similarly to how it does in real life. In the video, Brian recommends best practices which are proven in production, and discuss how the Crytek development team met complex lighting challenges Hunt: Showdown.

Follow the written documentation for this tutorial here.

ICYMI, we also have a handy round-up of a range of physics tutorials, hosted by Brian, and a recap of videos that will help you learn character animation in CRYENGINE, presented by Roman Perezogin, one of our Junior Technical Designers.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

]]>
https://www.cryengine.com/news/view/master-environments-in-cryengine Tue, 23 Jun 2020 17:20:43 +0200 Crytek
<![CDATA[CRYENGINE Roadmap Update]]> https://www.cryengine.com/news/view/cryengine-roadmap-update

The wait is finally over and our CRYENGINE roadmap update is now live. OK, we know it’s been a long time coming, and you may have noticed some of our goals and deadlines have been pushed out. Inevitably, as we’re sure you’re aware, software development is subject to change with shifting priorities and targets. We took a breather during this time of disruption to take a close look at our development plans and we’ve adjusted the roadmap accordingly. With the appointment of our new Technical Director, Theodor Mader, and more new talent working across our various engine departments, we’ve never been in a better position to maximize the potential of CRYENGINE and provide powerful new features, all shaped by your feedback. 

Moving forward, with new processes and leadership in place, we aim to update the roadmap more regularly, and give you further insights about our CRYENGINE development and goals. This initial update adds the beta highlight widget to inform you about upcoming CRYENGINE Beta features, and is a starting point with a list of features development goals, both planned and revised.

Your feedback really does shape our development, so please keep your thoughts coming on our usual channels.

Check out a few highlights from the features on our development pipeline: 

Mobile Support and Next-Generation Hardware: We’re working with Google and ARM to bring CRYENGINE to mobile and, of course, we‘re preparing CRYENGINE for upcoming hardware releases. We can’t wait to see what you can do with CRYENGINE on mobile, and, of course, we’re excited about seeing your CRYENGINE games running on more powerful consoles. Find out more about our mobile plan and register for our beta.

Scaleform 4 Update: CRYENGINE was previously limited to Scaleform 3, which meant that only older software and ActionScript 2 were viable methods for creating engaging UI. In the future, we are including Scaleform 4, which means you’ll be able to use both Adobe Animate and ActionScript 3.

Visual Scripting System: We’re as excited about this as you are. Almost all of our teams are working on and integrating with this new feature at the moment. As part of this process, we’re also undertaking a clean-up and separation of other systems, such as the Generic Reflection and Messaging systems.

Razer Chroma RGB Support: We’ve partnered with Razer to enable the Razer Chroma RGB effects API in CRYENGINE. This allows you to enhance the atmosphere and ambiance of your player’s experience by lighting up Razer Chroma-enabled hardware devices as the game is played. You can find out more about this partnership, and how we used these effects in Neon Noir, our ray tracing benchmark, in our blog or check out the video below:

Head to the roadmap to see all the detail.

If you have suggestions or feedback for the engine, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel.

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If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don’t forget to subscribe to our YouTube channel, where we host a range of content including tutorials covering all aspects of the engine and game design.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

]]>
https://www.cryengine.com/news/view/cryengine-roadmap-update Thu, 18 Jun 2020 15:43:34 +0200 Crytek
<![CDATA[Adding Audio using FMOD Studio Part 3: Audio for Particle Effects]]> https://www.cryengine.com/news/view/adding-audio-using-fmod-studio-part-3-audio-for-particle-effects

We’ve released the latest video in our audio tutorial series hosted by our Learning Manager Brian Dilg, teaching you how to add looping audio to a particle, along with a realistic attenuation. This practical walkthrough builds on part one, which walks you through the process of implementing ambient sounds in a pre-designed level using SDL Mixer, FMOD Studio and Wwise, and part two which covers adding audio to animations.

This tutorial series uses a sample level that you can download for free on CRYENGINE Marketplace and includes everything you need.

The new tutorial takes the campfire in the sample level and shows you how to add immersive audio to it. You’ll learn how to import audio assets into Fmod and add events, add particle sounds in CRYENGINE, use the particle editor, add an audio component to a particle effect, use triggers, and add distance attenuation.

To accompany this tutorial, you can also follow along with our step-by-step written documentation. The video uses FMOD audio middleware, which you can download from their website. Alongside FMOD, SDL Mixer and Wwise workflows are also covered in the documentation.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

]]>
https://www.cryengine.com/news/view/adding-audio-using-fmod-studio-part-3-audio-for-particle-effects Wed, 17 Jun 2020 16:13:42 +0200 Crytek
<![CDATA[Art Asset Pipeline Tutorials: Collision Proxies]]> https://www.cryengine.com/news/view/art-asset-pipeline-tutorials-collision-proxies

Use proven-in-production techniques and pick up tips and tricks with our Art Asset Pipeline tutorial series hosted by Alin Alexa, one of our Technical Support Specialists. The course shows you how to create and set up physical collision proxies, then import them to CRYENGINE using 3DS Max, Autodesk Maya, and Blender workflows.

A collision proxy is a geometric model that is used for calculations in the physics module of CRYENGINE. This includes physical collisions, friction, and physical raycasts, to name just a few. They also provide the opportunity to simplify the physical model compared to the rendered mesh to optimize for performance. The course explains the purpose and principles behind physical proxies, as well as providing a practical walkthrough of both the CryTools and FBX pipelines.

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

3DS Max Art Asset Pipeline: Collision Proxies

In the tutorial, Alin demonstrates how to create physical collision proxies for your assets in 3DS Max and then get them into the engine using the CryExporter tools, in this case focusing on the CryMax plugin. The same process is also shown using an FBX pipeline so you can pick your favored workflow.

Autodesk Maya Art Asset Pipeline: Collision Proxies

This video demonstrates how to set up the CryMaya tools and how to create physical collision proxies in Autodesk Maya using a CryTools pipeline, in addition to an FBX pipeline. The tutorial also includes a basic explanation of Maya’s material and shader functionality, with regards to Maya’s Hypersahde function, in comparison to CRYENGINE’s material system.

Blender Art Asset Pipeline: Collision Proxies

The tutorial demonstrates how to set up the collision proxy geometry for your model. You’ll also learn how to assign materials and understand the object hierarchy required for a successful import process into the engine using Blender and the FBX pipeline.

Subscribe to our YouTube channel for all the latest tutorials, and don’t forget to hit the bell icon to get notifications. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/art-asset-pipeline-tutorials-collision-proxies Thu, 11 Jun 2020 18:55:31 +0200 Crytek
<![CDATA[Character Animation Pipeline: Export & Import assets with 3DS Max, Maya, and Blender]]> https://www.cryengine.com/news/view/character-animation-pipeline-export-import-assets-with-3ds-max-maya-and-blender

The latest tutorial in our Character Animation Pipeline series, hosted by Roman Perezogin, one of our Junior Technical Designers, shows you how to import assets from different applications into the engine using the FBX pipeline. The tutorial shows you a simple workflow to export geometry and animation assets from Maya, 3DS Max, and Blender, and then drag and drop them into the CRYENGINE editor. The export process is demonstrated for each application, and then you are shown the import process for CRYENGINE, all in only five minutes.

This bite-size tutorial is a handy reference video which forms part of our larger Character Animation Pipeline series. For a written version of this tutorial please refer to the documentation page.

The first part in this series shows you how to reorient animations in your chosen application to make them ready for CRYENGINE, as well as revealing the theory behind the process.

Use 3DS Max to reorient animations for use in CRYENGINE

Use Maya to reorient animations for use in CRYENGINE

Use Blender to reorient animations for use in CRYENGINE

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

]]>
https://www.cryengine.com/news/view/character-animation-pipeline-export-import-assets-with-3ds-max-maya-and-blender Wed, 10 Jun 2020 16:00:37 +0200 Crytek
<![CDATA[Art Asset Pipeline: Creating and Handling LoDs (Blender)]]> https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-blender

In our latest tutorial video Alin Alexa, one of our Technical Support Specialists, shows you a step-by-step art asset pipeline using Blender, the free and open source 3D creation suite. The video introduces the concepts of LoDs and their use in game development, detailing how they allow you to optimize assets for various viewing distances, which will improve performance in your scenes. You’ll also be given an overview of the hierarchy and nomenclature of geometry elements, and you will be taken through the process to set up a material. Finally, you will be shown how to import assets into CRYENGINE using the FBX Mesh Importer. 

Using LoDs is an important process when it comes to optimizing assets for any project. By the end of the tutorial, you will understand the theory and workflow behind this technique using Blender so that you can apply this workflow to your game. You can also follow along with the written version.

If your preferred workflow uses 3DS Max, check out this tutorial.

To learn a workflow using Maya, watch this tutorial.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

]]>
https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-blender Thu, 28 May 2020 16:01:46 +0200 Crytek
<![CDATA[Adding Audio using FMOD Studio Part 2: Audio for Animations]]> https://www.cryengine.com/news/view/adding-audio-using-fmod-studio-part-2-audio-for-animations

Learn how to add audio to animations in CRYENGINE with our latest tutorial. Hosted by our Learning Manager Brian Dilg, this practical walkthrough builds on part one, which uses a sample level that you can download for free on CRYENGINE Marketplace. The first part of the tutorial shows you how to add ambient sounds, audio triggers, and link sounds to actions like firing a gun. If you’re new to the series, we recommend that you begin there to get the information and assets you need to get up-and-running.

This new video shows you how to add audio events that are triggered by animations to your levels. The tutorial includes the process of adding footsteps and Foley (additional sound effects to create realism) to audio with a first-person character. Brian shows you how to add triggers to animations by using the Character Tool, create and associate an Animevents file to the skeleton of a character, set up animation events, and test the audio. 

To accompany this tutorial, you can also follow along with our step-by-step written documentation. The video uses FMOD audio middleware, which you can download from their website. Alongside FMOD, SDL Mixer and Wwise workflows are also covered in the documentation. 

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

]]>
https://www.cryengine.com/news/view/adding-audio-using-fmod-studio-part-2-audio-for-animations Wed, 20 May 2020 16:00:50 +0200 Crytek
<![CDATA[Art Asset Pipeline: Creating and Handling LoDs (Maya)]]> https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-maya

In the third part of our art asset tutorial series, Alin Alexa, one of our Technical Support Specialists, takes you step-by-step through a proven-in-production art asset pipeline using Autodesk Maya. This video includes a practical explanation of LoDs (Level of Detail), showing you how to optimize for various viewing distances, which will help keep the poly count low and the performance high in your scenes. Alin provides a full workflow for the creation and management of LoDs using Autodesk Maya, and you’ll learn the naming system used to mark different geometry elements. You will also be provided with an overview of the settings required to export assets using a CryTools pipeline and an FBX pipeline. 

Using LoDs is an essential step to optimize assets for any project. By the end of the tutorial, you will understand the theory and workflow behind this technique using Maya, as well as learning how CRYENGINE behaves and uses LoDs in different contexts.

Further information about setting up assets and exporting them from Maya into CRYENGINE can be found in our written documentation. This tutorial builds upon part one, which shows you how to create physical collision proxies using Maya. If your preferred workflow includes 3DS Max, be sure to check out our previous tutorial covering the same topic of a LoDs pipeline using 3DS Max.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-maya Wed, 13 May 2020 16:10:26 +0200 Crytek