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Veteran Crytek environment artists Ronny Mühle and Tom Deerberg walk you through all of the stages of creating environmental assets for your levels using 3DS Max, including physicalized static and dynamic meshes like rocks or buildings, physics proxies, texture maps, vegetation that responds to both wind and collisions with physicalized objects, materials, breakable objects, and moving assets between 3DS Max and CRYENGINE.

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