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:
● 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
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:
Continue reading →