Summary
In this chapter, we learned a lot about creating assets for the CryENGINE 3. This opens up a world of possibilities allowing you to create any object you can imagine and importing that into your levels. These examples are just scratching the surface of how you can use these features. Experimentation is highly encouraged!
We can now experiment with materials and textures, and apply them to our own models. We also know how to adjust the physical dynamics of our static, physical, and destructible object. The ability to create simple and some complex assets will be more than enough to create any prototype project. The skills learned within this chapter should give you the ability to create and move any mesh from 3ds Max to the CryENGINE.
Now that we've learned about asset creation, we're ready to explore characters, animation, and cut scenes, which are the topics of the next chapter.