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Formation CryEngine 3 chez Eat 3D


Eat 3D annonce le lancement de trois DVDs de formations (également disponibles en téléchargement) sur le SDK du CryEngine 3, cumulant 17 heures de vidéo.
Les DVDs couvrent l’ensemble des bases de la création d’un niveau. Voici le plan détaillé :

Volume 1:
In this first DVD of our series, Hélder Pinto starts by walking you through many of the common features of CryENGINE 3 SDK like Customizing the User Interface, Folder Structure, Viewports, Entities, Panels, Objects and much more. Once a firm foundation has been placed, Hélder immediately begins going through the creation of an entire level from scratch. He begins by creating a custom terrain and from there goes into creating the lush vegetation. Other topics in the creation include using brushes, basic lighting, environment tab, fog volumes and finally water volumes.

– Getting Started and Folder Structure
– Overview of the UI
– Customizing the editor
– Viewports
– A quick look at entities
– Overview at panels
– Working with objects
– Your first level – Terrain
– Your first level – Lighting the scene
– Your first level – Terrain
– Your first level – Modeling the terrain
– Your first level – Detailing and painting the terrain
– Your first level – Adding Vegetation
– Your first level – Vegetation details
– Your first level – Detail brush placement
– Your first level – Environment tab
– Your first level – Fog Volumes
– Your first level – Water Volumes
– Your first level – Terrain

Volume 2:
In this second DVD of our series, Hélder Pinto continues where he left off on the creation of an entire level from scratch. 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.

– Your first level – Particles
– Your first level – Boids and Visual Dynamics
– Your first level – Decals and Roads
– Your first level – Prefabs and Archetypes
– Your first level – Doors
– Your first level – Ropes
– Your first level – Sounds
– Your first level – Layers and Organization
– Your first level – Solids
– Your first level – Creating a cave with voxels
– Your first level – VizAreas
– Your first level – Environment cubemaps
– Your first level – Clouds
– Your first level – Detailed lighting

Volume 3:
In this third DVD of our series, Hélder Pinto goes into more intermediate and advanced topics now that the first level is complete. Hélder starts off by explaining how to create and add custom decals, roads, and terrain layers to the level. From there he goes into deferred lighting, lightbox, environment cubemaps and probes for image-based lighting, heightmaps, using the CryTIF exporter, materials, advanced vegetation, and particle creation. Hélder then goes through the entire creation of a custom prop inside 3ds Max and then bringing it into the editor with materials.

– Creating a simple interior level
– Creating and adding custom decals
– Creating and adding custom roads
– Creating and adding custom terrain layers and textures
– Deferred Lighting
– Lightbox
– Environment Cubemaps and Probes
– Custom terrain heightmap
– CryTIFF Exporter
– Materials
– Advanced Vegetation
– Creating a prop – Modeling and preparation
– Creating a prop – Materials and Textures
– Creating a prop – Proxy and LODs
– Creating a prop – Material variations and Tips
– Particles overview

These DVD’s will provide you with an invaluable amount of information needed to start creating your own levels in CryENGINE 3 SDK today.

About the Instructor:
Hélder Pinto has been working with CryENGINE for over 4 years and has worked on games such as the award winning « Crysis 2 » and « Under Siege ». As a Level Artist, Hélder’s speciality lays in having responsibility for the for the entire aesthetics of a level, while keeping a close eye on gameplay and performance. For more than a decade, Hélder has gained an enormous amount of experience and respect from within the community for for his outstanding character and artistic caliber. Hélder currently works at Crytek in Frankfurt, Germany on an unannounced project.


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