Following a workflow for artists

Throughout this chapter, we will try to maintain a workflow similar to that of any professional 3D artist working with the CryENGINE 3. A typical workflow begins in Sandbox with a white box version of the model we need to create. As discussed in Chapter 3, Playable Levels in No Time, the white box is a basic visual representation of a volume or object that a designer wants created. We then export it directly to the desired DCC tool, for example, 3ds Max. Once the white box object is in 3ds, it can then be modified or even recreated, and the size and shape will be easy for the artist to follow or to remain within when creating geometry.

After the artist has sufficiently polished the asset, it is then exported from the DCC tool to the CryENGINE, where textures and materials are adjusted for the best look.

The first step we need to take to be able to follow this workflow is to set up our units within the DCC tool, which is the topic of our next example.

Working with units and scale in CryENGINE 3

The CryENGINE 3 uses the metric scale to represent objects, distance, and size. It is important to keep this in mind when making your game assets. To ensure your asset matches the scale you intended, it is highly recommended that the unit setup in your DCC package be set up to match the scale in the CryENGINE. Let's do just that.

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