Art Asset Pipeline: PBR Texture Mapping Tutorial


Our new tutorial mini-series explains how to use PBR (physically based rendering) to achieve photorealism with CRYENGINE.

Physically based rendering (PBR) is the topic for our latest tutorial mini-series hosted by Alin Alexa, one of our Technical Support Specialists. The series will cover the PBR texturing workflow in CRYENGINE and explain industry standards so that you can achieve photorealism in your scenes. The first video in the series introduces the terms and concepts used in PBR and texturing workflows. You will receive an overview of PBR, an explanation of standard texture map types, and a review of material functions and parameters. The tutorial will arm you with a broad understanding of the topic in advance of the release of the second part in this mini-series, which provides a practical step-by-step guide that you can follow.

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 or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for the release of part two, and don’t forget to subscribe to our YouTube channel to get notifications about all our latest content. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

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