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CRYENGINE Game Development Blueprints by Sam Howels, Riham Toulan, Chris Goodswen, Richard Gerard Marcoux III

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Basics of PBR texturing

PBR is a rendering model that is now incorporated into CRYENGINE. This allows us to adopt a slightly different approach to texturing, allowing our textures to function in a realistic way in any lighting environment.

With this way of texturing, we have to make a few changes to the way we work:

  • Diffuse map: A diffuse map is shown here:
    Basics of PBR texturing

    The diffuse or albedo map is created just how a map is always created, with a few exceptions to the previous workflow. When creating this map, we must keep these rules in mind:

    • The map must have no lighting information baked into it
    • The map must be flat with no ambient occlusion or cavity overlaid ...

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