CRYENGINE Tutorial - Art Asset Pipeline: PBR Texture Mapping 2/2 - Achieving Photorealism @cryengine
CRYENGINE Tutorial - Art Asset Pipeline: PBR Texture Mapping 2/2 - Achieving Photorealism  @cryengine
Uploaded July 2020 | Updated September 2026, 3 weeks ago
Watch part two of our tutorial mini-series equipping you with a workflow to use PBR (physically based rendering) to achieve photorealism with CRYENGINE. Your host is Alin Alexa, one of our Technical Support Specialists.

00:00 - Intro
01:00 - Texture Naming Suffix Overview
01:18 - CryTiff Exporter Overview
02:33 - Base Color / Albedo / Diffuse Maps
04:31 - Ambient Occlusion Maps
04:58 - Alpha Channel Explanation
06:14 - Normal + Gloss Maps
07:21 - Specular Maps
08:14 - Displacement Maps
08:27 - Metallic to Specular Workflow Conversion
10:12 - Roughness to Gloss Conversion
11:00 - Specular Reflection Methods
13:34 - Subsurface Scattering
13:58 - Light Propagation (SVOGI)

This tutorial gives you an overview of the CrytTiff Exporter, provides you with an export workflow for standard PBR Textures, and includes an explanation of Alpha Channels and their use in game development and image workflows.
You’ll also be shown how to achieve realistic surface reflection in games, and you’ll be introduced to screen-space reflections and cubemaps.
If you are new to the series, begin with part one which introduces the terms and concepts used in PBR and texturing workflows:

youtu.be/hGFP_4TYL2o

#AchievedWithCRYENGINE #PBR #Photorealism

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE.
If you are completely new to CRYENGINE, we recommend that you download our beginner’s course:
cryengine.com/marketplace/product/CEMP-2019

Or, you can watch the tutorial on our YouTube channel:
youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ
Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.


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CRYENGINE Tutorial - Art Asset Pipeline: PBR Texture Mapping 2/2 - Achieving Photorealism

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