CRYENGINE Tutorial – Art Asset Pipeline: Collision Proxies (Autodesk Maya)

In the second part of our Master Class tutorial series, Alin Alexa, one of our Technical Support Specialists, takes you step-by-step through a proven-in-production art asset pipeline using Autodesk Maya.

00:16 – Introduction
01:34 – CryTools Installation
02:04 – Collision Proxy creation using the CryMaya Plugin
08:47 – Collision Proxy creation using the FBX Pipeline

This video demonstrates how to set up the CryMaya tools and how to create physical collision proxies in Autodesk Maya using a CryTools pipeline, in addition to an FBX pipeline.
The tutorial also includes a basic explanation of Maya’s material and shader functionality, with regards to Maya’s Hypersahde function, in comparison to CRYENGINE’s material system.
By the end of the tutorial, you will be able to Use Autodesk Maya to create physical collision proxies, which you can import into CRYENGINE using your favored workflow.
To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE.
Further information about setting up assets and exporting them from Maya into CRYENGINE can be found in our written documentation:

If you want to learn how to create physical collision proxies using a 3DS Max workflow, check out the first tutorial in this series.
If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.
Subscribe to our channel for the latest tutorials from CRYENGINE.

CRYENGINE – The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at

Add us on Twitter:
Follow us on Facebook:
Join the discussion on our Forum: and/or CRYENGINE Discord:
Browse our Marketplace:

Music: Spring Gang – ES_Even Though It Hurts (Instrumental Version) / courtesy of


What do you think?


How To | Build the Ultimate Adirondack Chair