![]() So now it's time to create block-out versions of the canyon wall and floor meshes. Once happy with the processes involved, I'll apply all of these same steps to the sandy floor in my canyon scene. The following steps are applied to the canyon wall mesh as an example, from modeling through to texturing and shader setup. Some choice examples of my collected reference images, courtesy of Dollar Photo Club Step 02: Blocking out in 3ds Max I also look for images where the lighting is as natural as possible, so that I have a clearer idea of the material surfaces when I create my textures. I'm careful to ensure that my reference images are all of relevant subject matter and haven't already been subject to distracting post-process effects (like additional contrast or hue changes) that might mislead me when I come to sculpting the rocks in ZBrush. Gathering suitable reference is one of the most important preliminary steps when beginning any project. ![]() So let's get started! Step 01: Gathering suitable and informative reference ![]() Finally, this tutorial will cover CryEngine's brand new, experimental lighting feature 'Voxel-Based Global Illumination', as well as how to render a screenshot before applying adjustments and filmic effects in Photoshop to make sure the image is presented as nicely as possible. You will also learn how to prepare this mesh for the CryEngine using 3ds Max, as well as how to create the advanced textures required to drive CryEngine's powerful shader effects. In the following tutorial, you will discover how ZBrush can be used to generate meshes suitable for use in a real-time engine, using varied sculpting methods and the employment of custom brushes as well as the built-in procedural optimization and UV unwrapping features that are now a valuable addition to the software. In the past, ZBrush may have been seen as a program with which an artist can only create extremely high-detail models that are simply too costly to render within a real-time application - but in fact, this is not always the case. The use of ZBrush within the console and PC gaming industry has become common practice. Matthew Trevelyan Johns explains step-by-step how to create a canyon environment in ZBrush.
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