
Learn modular level building for CryEngine with Maya by constructing a warehouse from modular pieces, applying decals, exporting to CryEngine, and setting up lighting, volumetric lighting, HDR, and color grading.
Plan and block a modular level in Photoshop and Maya, color-code walls and roofs, reuse components, and organize a warehouse project for sets and assets.
Model windows and surrounding walls in Maya for CryEngine by creating planes, extruding to add depth, beveling edges, and duplicating window modules to fit a mall facade.
Create a concrete beam by modeling with cubes, beveling edges, and aligning it with a wall while organizing components into layers for modular CryEngine level building.
Model a ceiling in Maya for modular CryEngine scenes by building a plane with holes, adding metal beams, and using cubes with edge loops and scaling to fit the roof.
Model the wall by duplicating, rotating, and scaling beams, position the back wall, then isolate, extrude, and texture surfaces on a new layer for modular CryEngine assets.
Create brick and concrete textures for CryEngine assets by sourcing dirt textures, tiling them in Photoshop, and building specular, gloss, and normal maps to enhance material realism.
Create rust and metal textures for CryEngine levels in Photoshop, blending seams and using curves and color adjustments to refine normal maps and specular maps.
Create a ceiling texture for CryEngine with Maya, using alpha holes and metal plate textures. Adjust with curves and generate diffuse and specular maps for decals and dust on walls.
Create and refine decals in a Maya-based workflow for CryEngine, building graffiti, dripping, and stain textures, adjusting edges, color, and visibility before UV mapping.
Unwrap UVs and texture the wall, concrete, and metal in Maya, using the UV editor and planar mapping to prepare modular models for CryEngine export.
Learn modular level building for CryEngine with Maya by preparing and exporting models, testing them in CryEngine, and setting up a basic team with models positioned into place.
Prepare, center, and combine objects in Maya, then export the meshes to CryEngine with proper naming, materials, and colliders, generating material files and using export select.
Export textures for CryEngine from Maya by saving diffuse, normal (16-bit), specular, gloss, and decals using the Photoshop plugin, then organize them in a texture folder for the engine.
Import meshes and navigate the CryEngine interface to set up levels. Adjust views, rotate, scale, and snap settings while applying textures like a concrete floor.
Set up a basic scene and lighting, drag modular pieces into place, and adjust pivots. Fix roof and back wall normals, then apply materials and test with environment probes.
This introduction presents volume three of the Maya and CryEngine modular level-building series, covering placing objects and decals, building a basic scene, and applying basic lighting, color grading, and composition.
Place all objects, concrete beams, back walls, the roof, and metal beams to assemble the scene, adjust windows for variation, and set up holes in the roof.
Place decals in CryEngine using Maya, create decal materials, assign textures, and duplicate decals to add variety, adjusting alpha and dirt textures for realistic aging.
Learn basic lighting setup in CryEngine by matching sun direction and time of day, adjusting color balance, exposure, bloom, and color correction, then add volumetric light beams for windows.
Apply final compositing techniques for modular level building in CryEngine with Maya by adjusting lighting, editing flow graph notes, using console commands, and performing color correction in Photoshop.
In this course, Emiel Sleegers is going to be covering the full workflow of how to build a modular warehouse environment scene using both Maya and CryEngine. Here he will be teaching topics ranging from the initial planning phase and breakdown of a concept to determine the modular pieces needed, to the creation of set models and tileable textures, as well as the final stages of getting your models and textures into CryEngine. Finally, we'll cover the process of actually building the environment set and bringing it all together, and move on to creating lights for your final render.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Emiel Sleegers is a self-taught 3d artist currently residing in the Netherlands. He's been teaching himself 3D art for the past 3-4 years, and has worked as a freelance artist on numerous unannounced projects. He's a lover of all things 3d and enjoys sharing the knowledge he has obtained with others eager to learn.