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Book Overview & Buying
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Table Of Contents
CryEngine Game Development Blueprints
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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.
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