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Creating game environments

By Wu Zeo
Web: Open Site
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Date Added: 29th January 2015
Software used:
3ds Max

Maps

The maps I used were as follows: Diffuse, Specular, Normal, Displacement, Gloss detail, Detail (Gradient can be used to get this). Diffuse can work together with the Gloss and Specular channels, in the old version, but in the new version you can work it into the Normals channel. You can add the Displacement map in your own channel.

1991_tid_8.jpg
Some of the maps used to texture the scene


1991_tid_9.jpg
Getting the basic texture gradient

Importing files

You can set different IDs for different materials and objects. After I set the ID, I chose the file paths I wanted to save my work ready to import into CryEngine.

1991_tid_10.jpg
The process of assigning IDs and saving/importing the files

CryEngine parameters

I then set the lighting features in the scene. First, I set the basic lighting references and then generated the maps.

1991_tid_z11a.jpg
1991_tid_z11b.jpg

1991_tid_z11c.jpg
1991_tid_z11d.jpg

1991_tid_z11e.jpg
1991_tid_z11f.jpg
The lighting process




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