Uploaded April 2021 | Updated September 2026, 3 weeks ago
Senior 3D Artist Ronny Mühle and Principal 3D Environment Artist Tom Deerburg deliver a comprehensive Master Class showing you how to create environment assets for your levels.
00:00:00 - Introduction
00:00:35 - Exporting textures from Photoshop: albedo, normal, gloss, etc.
00:02:36 - Creating materials in Photoshop
00:05:38 - Debugging: seeing various textures with View Modes
00:06:43 - Support for additional textures
00:06:57 - Vegetation opacity maps
00:08:27 - Exporting textures from Substance Designer
00:09:17 - .DDS and .cryasset file formats
00:09:45 - Exporting 3D meshes from 3DS Max
00:10:43 - Setting up the 3DS Max exporter tools
00:13:49 - Adding LODs for static assets
00:17:30 - Adding a physics proxy for a static object
00:19:03 - Setting up materials in 3DS Max
00:22:30 - Surface types in materials
00:24:17 - Placing .CGF models as brushes
00:24:34 - Placing .CGF models using vegetation editor and terrain paint layers
00:25:44 - Placing .CGF models procedurally using terrain paint layers and vegetation editor
00:27:02 - Placing .CGF models as physicalized entities
00:28:39 - Archetype entities
00:29:30 - Prefabs
00:30:09 - Setting up vegetation bending using 3DS Max vertex colors
00:37:58 - Vegetation touch bending in grass vegetation (physics-driven)
00:40:59 - Seeing vegetation bones with p_drawHelpers
00:44:31 - Exporting CGF models to OBJ to edit in 3DS Max
00:52:04 - Creating a collision proxy for an object
01:00:03 - Breakable object setup
01:11:50 - Debug draw modes
01:14:31 - Using e_DebugDraw modes to optimize assets
This presentation is aimed at experienced developers and shows you all the stages required to create environment assets for your scenes using 3DS Max and CRYENGINE.
In around 75 minutes, you'll learn how to create physicalized static and dynamic meshes like rocks or buildings, physics proxies, and texture maps.
The presentation also shows you how to make vegetation that responds to both wind and collisions with physicalized objects.
Other topics covered include moving assets between 3DS Max and CRYENGINE and the debug and optimization process.
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.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: twitter.com/cryengine
Follow us on Facebook: facebook.com/cryengineofficial
Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine
Browse our Marketplace: cryengine.com/marketplace
#EnvironmentArt #LevelDesign #GameArt
Senior 3D Artist Ronny Mühle and Principal 3D Environment Artist Tom Deerburg deliver a comprehensive Master Class showing you how to create environment assets for your levels.
00:00:00 - Introduction
00:00:35 - Exporting textures from Photoshop: albedo, normal, gloss, etc.
00:02:36 - Creating materials in Photoshop
00:05:38 - Debugging: seeing various textures with View Modes
00:06:43 - Support for additional textures
00:06:57 - Vegetation opacity maps
00:08:27 - Exporting textures from Substance Designer
00:09:17 - .DDS and .cryasset file formats
00:09:45 - Exporting 3D meshes from 3DS Max
00:10:43 - Setting up the 3DS Max exporter tools
00:13:49 - Adding LODs for static assets
00:17:30 - Adding a physics proxy for a static object
00:19:03 - Setting up materials in 3DS Max
00:22:30 - Surface types in materials
00:24:17 - Placing .CGF models as brushes
00:24:34 - Placing .CGF models using vegetation editor and terrain paint layers
00:25:44 - Placing .CGF models procedurally using terrain paint layers and vegetation editor
00:27:02 - Placing .CGF models as physicalized entities
00:28:39 - Archetype entities
00:29:30 - Prefabs
00:30:09 - Setting up vegetation bending using 3DS Max vertex colors
00:37:58 - Vegetation touch bending in grass vegetation (physics-driven)
00:40:59 - Seeing vegetation bones with p_drawHelpers
00:44:31 - Exporting CGF models to OBJ to edit in 3DS Max
00:52:04 - Creating a collision proxy for an object
01:00:03 - Breakable object setup
01:11:50 - Debug draw modes
01:14:31 - Using e_DebugDraw modes to optimize assets
This presentation is aimed at experienced developers and shows you all the stages required to create environment assets for your scenes using 3DS Max and CRYENGINE.
In around 75 minutes, you'll learn how to create physicalized static and dynamic meshes like rocks or buildings, physics proxies, and texture maps.
The presentation also shows you how to make vegetation that responds to both wind and collisions with physicalized objects.
Other topics covered include moving assets between 3DS Max and CRYENGINE and the debug and optimization process.
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.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: twitter.com/cryengine
Follow us on Facebook: facebook.com/cryengineofficial
Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine
Browse our Marketplace: cryengine.com/marketplace
#EnvironmentArt #LevelDesign #GameArt



![Shaping audible landscapes for Games - CRYENGINE Summer Academy S1E13 - [Developer Insights]
Episode 13 of the CRYENGINE Summer Academy is out now, and it’s all about audio! The CRYENGINE Summer Academy is a series aimed at newcomers to CRYENGINE and those with some game dev experience, using a platforming game called Breeze as a learning aid. If you’re new to the series, we have listed all episodes released so far below.
00:00 Intro
01:55 Audio Control Editor
04:30 Testing the Sound
07:10 Firing up FMOD
08:00 FMOD Player Walk Sound
10:40 Global Sound in FMOD
15:10 From FMOD to CRYENGINE - Footsteps & Jumping
24:30 Useful CVARS for Audio (Debug Info)
30:00 Debugging / Adjusting (CVARS & Mannequin Editor)
35:00 Adjusting with the Live Update Feature FMOD
42:10 Ocean Audio Layer in FMOD
43:10 Area Audio Setup in CRYENGINE
01:21:30 Outro
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: https://www.youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: https://twitter.com/cryengine
Follow us on Facebook: https://www.facebook.com/cryengineofficial/
Join the discussion on our Forum: https://forum.cryengine.com/ and/or CRYENGINE Discord: https://discord.gg/cryengine
Browse our Marketplace: https://www.cryengine.com/marketplace
#audio #audiodesign #cryengine Shaping audible landscapes for Games - CRYENGINE Summer Academy S1E13 - [Developer Insights]](https://i.ytimg.com/vi/EPXC7dHK9ZY/mqdefault.jpg)






![Animation System Insights - CRYENGINE Summer Academy S1E9 - [Developer Insights]
Take a deep dive into CRYENGINE’s animation systems with an invaluable presentation featuring Animation Programmer Claudio Freda.
Today’s episode will help you build out your understanding of animation in CRYENGINE following the previous step-by-step animation tutorials. Animation Programmer Claudio Freda joins your regular host Junior Evangelist Roman Perezogin to deliver you a comprehensive overview of the animation system in CRYENGINE
00:00:00 Intro
00:04:26 Character Animations
00:05:12 Mannequin Editor
00:11:24 Blendspaces
00:18:04 Mannequin Editor Setup
00:26:00 Splitting Jump, Falling and Landing
00:33:00 Mannequin Configuration Files
00:38:35 Scope Layers/Additive Animations
00:41:00 C++ Animation Code Explained
00:44:00 C++ Player Animation Initialization
00:47:30 C++ Explaining IActionsPtrs
00:48:27 C++ Controlling Animations/Actions
00:55:01 Questions
00:57:41 C++ Testing, Fixing and Tuning the Logic
01:22:20 C++ Blendspace Parameters in Code
01:28:50 Answering Questions
01:38:40 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
https://www.youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: https://www.youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: https://twitter.com/cryengine
Follow us on Facebook: https://www.facebook.com/cryengineofficial/
Join the discussion on our Forum: https://forum.cryengine.com/ and/or CRYENGINE Discord: https://discord.gg/cryengine
Browse our Marketplace: https://www.cryengine.com/marketplace
#cpp #animation #cryengine Animation System Insights - CRYENGINE Summer Academy S1E9 - [Developer Insights]](https://i.ytimg.com/vi/FrPpPcaW06k/mqdefault.jpg)