![]() The goal of the first part of the workflow is to achieve a "Low Poly" model and a "High Poly" model. ![]() The purpose of retopologizing is to get a low poly model, which is ultimately what will be in game. If the project is an organic asset like for instance, a character, I start off by sculpting in zBrush first, then after I'm happy with the details, I retopologize the sculpt using zSpheres. That is, after I've set each polygon face to the correct smoothing group before hand, otherwise turbo-smooth will make a mess. If the project is a hard surface asset, I almost always start off with making primitives in 3Ds Max which I then apply a quick turbo-smooth modifier to get a high poly model. Project files available with this workshop include SpeedTree files for the hero tree, the tree variations, 3 bark texture sets, and photogrammetry data for the hero trunk and ground.Here is the art workflow I developed through painstaking trial and error with the help of online tutorials and lessons at the Art Institutes of Austin. To conclude the workshop, he demonstrates how to seamlessly weave together all the assets created, resulting in an immersive and realistic scene plus dioramas. In addition to asset creation, Adrien shares valuable AAA production tips for building collections for natural environments. You'll also learn how to process scanned grounds and rocks and how to transform them into tileable landscape materials, along with some general photogrammetry tips. Using photogrammetry and photometric stereo captures, Adrien dives into meticulously creating high-resolution leaves, branches, and flowers, ensuring every detail is carefully crafted.Īdrien demonstrates how to create a hero tree, which serves as a blueprint for creating variations of trees. In this step-by-step workshop, you'll gain valuable insights into using SpeedTree, Blender, and Photogrammetry techniques to bring your natural environments to life.ĭesigned for intermediate-to-advanced artists with prior knowledge of SpeedTree, Blender, and Unreal Engine, this workshop provides a complete overview of asset creation. Join Adrien Paguet-Brunella, Senior Environment Artist, as he takes you on a comprehensive journey through the complete process of creating assets for a game environment biome collection. ![]()
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