What To Know When Creating Next Gen Assets

What To Know When Creating Next Gen Assets

Hey guys! I wrote an extensive guide about the next gen asset pipeline for my role at CGMasters, I hope I could clarify some doubts about the general pipeline of game art, and also show my general workflow when working in our current game, Arena:

● References

● When to use triangles

● Getting ready for sculpting

● Thoughts on retopology

● What makes a good UV unwrap

● Getting good normals from a bake

● Next gen texturing

● Resources (LOTS!)

Check the full article here: http://www.cgmasters.net/free-tutorials/what-to-know-when-creating-next-gen-assets

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Making a Tileable Brick Wall (without sculpting)

Making a Tileable Brick Wall (without sculpting)

Sculpting textures is fun, sculpting tileable textures not so much. Unless you use a software like Zbrush with its amazing 2.5D toolset for making tiles, you probably have already had a bad time trying to figure out the best way to tile something in your work. And that’s all about my last week here at the studio, after a loong time without having to touch tilling pipelines (working with unique texture maps can be addictive) I found myself in a situation that I haven’t seen for a long time: creating a full tileable texture. I’ve almost forgotten how did I used to do that back then, so I’m back to square one, I had to do some tests until find something good enough to not make me mad.

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RTS Movement and Basic Behaviors on Unreal Engine 4

RTS Movement and Basic Behaviors on Unreal Engine 4

For the past 3 years that I’ve been exploring the world of Entity-Component systems, I still find Unreal Engine’s approach one of the most solid ways of handling input and character controlling, however, it is kinda hard to imagine a game that’s not a FPS or an Action game modeled around it, since it seems that’s what it was built for. Since very often I see the argument that Unreal is not good for games that are not FPS, in this article I’ll walkthrough how to setup an RTS/RPG controller system for Unreal Engine 4.

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Making of the Dark Portal

Making of the Dark Portal

Hey guys, a while ago Bart from Blendernation asked me if I would be interested in writing a making of article for him of my Dark Portal render. Well… discover it yourself

This model was also the winner of CGSociety’s Hardcore Modeling Challenge as Best Model, Best W.I.P and Best Environment 😀

Way more cool articles on the track, stay tuned!

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Creating Next-gen Assets from Scanned Data

Creating Next-gen Assets from Scanned Data

Here at the studio we are always looking into new ways to do things, and as I’m working on some graveyard assets for Arena at the moment, I thought it would be a cool idea if I could just go to a cemetery and scan some statues to use as a base to start my models. Starting everything from scratch is cool, but when you need a huge amount of assets with a huge amount of details, you’ll have to start looking for other ways to provide quality content in time.

So here’s the deal, you can start your organic models either sculpting it in a app like Zbrush, or you can take a scanned model as a starting point of your high poly mesh. The first option is nice if you have enough time and good-fast sculpting skills, though in either case, you’ll need a solid organic modeling background, anyway. (unless you use decimation, CHEATER!)

I ended up deciding to use a bit of each, not least because it’s not everyday that we found a 10-feet goat paw demon statue in a graveyard, unless you live in Norway (hail satan).

As a proof of concept I decided to make a ancient asset using a scanned model from Abby Crawford, a archeologist with amazing scans on Sketchfab.

In this article, we will be going through the steps to create a asset using scanned data, and with some useful tips to suceed on it, so without furter ado, here we go:

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Coding top-down movement with Box2D (and a new project)

Coding top-down movement with Box2D (and a new project)

Sometimes you decide you want to code a specific game genre once in your life, and until you develop something like what your mind pictured, you’ll be a slave of your mind. Nothing more will be done until you fulfill your inner gamedev wishes!

That’s the story of me. I always loved Top-down action games. Be it an ARPG like Legend of Zelda series, a brawler like Super Bomberman or a car stealing nirvana like PlayStation 1’s GTA 2, I love’em all. Instigating, I never tried to code one… Until now.

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How To Generate Procedural Racetracks

How To Generate Procedural Racetracks

This post’s been featured on Gamasutra!

The amount of procedural games nowadays is very big. From Minecraft to Canabalt, the replayability that this form of random game gives is very appealing to a lot of players; And to developers too, that sometimes doesn’t have enough time or skill to create levels good enough to keep players entertained for long time spans.

Subjects like procedural terrain and procedural events are well covered in a lot of sites in the web, some other subjects are covered in PCG wiki and some other forums. Even though, if you want to create some new type of procedural content, you have to venture and empirically test methods to create this content. We’ll treat here my adventure on creating procedural racetracks.

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