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CryENGINE 3 Game Development: Beginner's Guide

You're reading from   CryENGINE 3 Game Development: Beginner's Guide Discover how to use the CryENGINE 3 free SDK, the next-generation, real-time game development tool with this book and ebook.

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Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849692007
Length 354 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (18) Chapters Close

CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Introducing the CryENGINE 3 Free SDK 2. Breaking Ground with Sandbox FREE CHAPTER 3. Playable Levels in No Time 4. I'm a Scripter, Not a Coder 5. C++ and Compiling Your Own Game Code 6. User Interface and HUD Creation with Flash 7. Creating Assets for the CryENGINE 3 8. Creating Real-time Cutscenes and Cinematic Events 9. Immersion through Audio Design 10. Preparing to Share Your Content Pop Quiz Answers Index

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...

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