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Re: i Have a questions about Cry

Depends on what kind of game you're working on. If you're planning on doing something complex like an RPG you'll definitely want to use code instead of visual scripting (or a mix of both). For stuff like horror games and platformers, Flowgraph and Schematyc should be enough. The only drawback is tha...

Substance Designer 2018 - Simulating metallic maps with specular maps

Hi! I'm having a bit of an issue here. The Cryengine substance shader doesn't seem to be working with substance designer 2018. I'm trying to create a metallic material using the gloss/spec workflow. Usually we'd use colored specular maps to simulate metallicness but it's not working in designer (it ...

Re: What are you working on?

That's looking great, I have a thing for brick/rocky textures. I'm not using B3M that often, I guess it's a great way to generate textures from photoscans. I should give it a try, but the required material looks quite expensive in order to get good results.

Re: No experience? No problem. Make a game from scratch with our new course, Flappy Boid!

This is such a great initiative! I think it will definitely draw more people to the Cryengine. I like how it covers a broad range of aspects, especially the UI. Another great idea would be to make a tutorial to import our own characters with their animations, creating a blendspace and setting up the...

Re: Properly importing

LOD means Level of Detail. Basically, when you're creating a model, you must duplicate it and reduce it's polycount to a certain degree. Then, duplicate this lod and reduce it's polycount a bit more. I usually create 3 LODs. As you move away from the mesh, your higher poly mesh will be replaced by t...

Re: Properly importing

Hi! The black faces are due to the GI being turned off, you should also select the environment probe and generate cubemaps. To turn GI on by going inside the edit - preferences - lighting -general menu and making sure the total illumination box is ticked on. Then click the level settings tab and if ...

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