Creating game environments
Wu Zepu gives us an overview of his game environment workflow in the creation of his Clone image using CryEngine and 3ds Max
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.
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:
UV and reusable decals
I reused a lot of the elements throughout the scene. Some examples of this are shown below:
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.
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.
I then set the lighting features in the scene. First, I set the basic lighting references and then generated the maps.
I used a variety of different materials in this scene, as seen in the image examples below:
And this is what the final scene looked like...