Tutorial info | |
---|---|
Difficulty | Beginner |
Updated | August 03, 2022 |
Software |
3DS Max
cryengine 5.6 |
Character Art Director Abdenour Bachir delivers 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.
Contents:
Time Topic
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