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Creating game environments

By Wu Zeo
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Date Added: 29th January 2015
Software used:
1991_tid_final-.jpg

Wu Zepu gives us an overview of his game environment workflow in the creation of his Clone image using CryEngine and 3ds Max


1991_tid_zzartist.jpg

To create the image Clone, the basic process of production was as follows:

1. Make sure the model and the texture are finished
2. Import the files to the engine
3. Set the CryEngine parameters
4. Set the CryEngine material parameters
5. Preview the levels overall effect


Model and texture-making

First of all, I made the shapes of the scene as a reference. I put these basic shapes in 3ds Max with some more basic shapes, and then made the props. The scenes of wall and floor of the UV were reused, and also decals make an obvious change to the appearance without changing the model.

1991_tid_1.jpg
This is the basic shape of the scene


1991_tid_2.jpg
This is the basic wireframe for the scene


1991_tid_3.jpg
An example of one of the decals

Props

The next generation of props basically had the same production process - model-making, hard and soft edge generation and settings. It was essentially the same process. An example is here below:

1991_tid_4.jpg
Some examples of high modulus and low modulus

UV and reusable decals

I reused a lot of the elements throughout the scene. Some examples of this are shown below:


1991_tid_5.jpg
Reusing some of the wall UVs


1991_tid_6.jpg
Reusing some of the decals


1991_tid_7.jpg
Max wireframe model of the final


continued on next page >

 
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