Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying CryEngine Game Development Blueprints
  • Table Of Contents Toc
CryEngine Game Development Blueprints

CryEngine Game Development Blueprints

By : Chris Goodswen, Riham Toulan, Sam Howels
close
close
CryEngine Game Development Blueprints

CryEngine Game Development Blueprints

By: Chris Goodswen, Riham Toulan, Sam Howels

Overview of this book

CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues.
Table of Contents (17 chapters)
close
close
16
Index

Basics of PBR texturing


PBR is a rendering model that is now incorporated into CRYENGINE. This allows us to adopt a slightly different approach to texturing, allowing our textures to function in a realistic way in any lighting environment.

With this way of texturing, we have to make a few changes to the way we work:

  • Diffuse map: A diffuse map is shown here:

    The diffuse or albedo map is created just how a map is always created, with a few exceptions to the previous workflow. When creating this map, we must keep these rules in mind:

    • The map must have no lighting information baked into it

    • The map must be flat with no ambient occlusion or cavity overlaid

    • When creating metals, all pure metals must have an almost black color as pure metals have no physical color

    • Impure metals, for instance painted metals, can have color as they are treated as nonmetals because the paint is now covering the metal

    By applying these simple rules we can create our map using similar methods we have used in the past.

  • Specular...

CONTINUE READING
83
Tech Concepts
36
Programming languages
73
Tech Tools
Icon Unlimited access to the largest independent learning library in tech of over 8,000 expert-authored tech books and videos.
Icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Icon 50+ new titles added per month and exclusive early access to books as they are being written.
CryEngine Game Development Blueprints
notes
bookmark Notes and Bookmarks search Search in title playlist Add to playlist font-size Font size

Change the font size

margin-width Margin width

Change margin width

day-mode Day/Sepia/Night Modes

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY

Submit Your Feedback

Modal Close icon
Modal Close icon
Modal Close icon