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CryENGINE 3. Vol. 2: An Introduction and Application

Kanopy (Firm)
Format
Video; Streaming Video; Online
Summary
This second part of Volume 2 of the Eat3D series covers the materials used in the second episode, where Hélder Pinto continues where he left off on the creation of an entire gaming level from scratch. In the episode, Hélder starts off by placing particles in the scene and then goes into the “Boids” system to place things like flocks of birds. From there he goes into many other topics including decals, roads, prefabs, archetypes, placing automated doors and ropes, setting up sounds, using voxels, creating an entire cave scene, viz areas, environment cubemaps, reflections, clouds, materials and much more. Hélder concludes the level section by setting up the final lighting.
Release Date
2012
Language
English
Series
CryENGINE
Contents
  • 1. Introduction
  • 2. Concrete material
  • 3. Rusty Metal Material
  • 4. Brushed Chrome Material
  • 5. Marble Material
  • 6. Bronze Material
  • 7. Leather Material
  • 8. Wooden Material
  • 9. TV Monitor Material
  • 10. Vegetation Material
  • 11. Tweaking the Materials
  • 12. Filmic HDR Tone Mapping.
Published
[San Francisco, California, USA] : Kanopy Streaming, 2015.
Recording Info
Originally produced by Eat3D in 2012.
Publisher no.
1074463 Kanopy
Related Resources
Cover Image
Description
15 online resources (12 video files, approximately 291 min.) : digital, stereo., sound, color.
Mode of access: World Wide Web.
Technical Details
  • Staff View

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    a| 1. Introduction --2. Concrete material --3. Rusty Metal Material --4. Brushed Chrome Material --5. Marble Material --6. Bronze Material --7. Leather Material --8. Wooden Material --9. TV Monitor Material --10. Vegetation Material --11. Tweaking the Materials --12. Filmic HDR Tone Mapping.
    518
      
      
    a| Originally produced by Eat3D in 2012.
    520
      
      
    a| This second part of Volume 2 of the Eat3D series covers the materials used in the second episode, where Hélder Pinto continues where he left off on the creation of an entire gaming level from scratch. In the episode, Hélder starts off by placing particles in the scene and then goes into the “Boids” system to place things like flocks of birds. From there he goes into many other topics including decals, roads, prefabs, archetypes, placing automated doors and ropes, setting up sounds, using voxels, creating an entire cave scene, viz areas, environment cubemaps, reflections, clouds, materials and much more. Hélder concludes the level section by setting up the final lighting.
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    p| Originally produced c| [United States, Eat 3D, 2010]
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