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SDK MASTER list! - GameArtisans. REDKit. Half-Life 2 News & Tutorials. A 3D game asset workflow – Part I. The theory – Overview Introduction In this article I’d like to show you a workflow which I often use when creating setpiece game assets. The idea is not earthshaking and I’m sure many artists are doing something like this already. However since I failed to clearly explain this to people on more than one occasion, I decided that writing an article might be good for future reference. In this part we overview the theory which can be adapted to any 3D package which has object baking and rapid preview functionality. The second part of the article is a more in-depth explanation of the steps, along with some tips and tricks.

The last part is a case study using Luxology’s 3D package, modo. Here I’d like to thank Tamas Szabo, a talented 3D artist, for his strenuous skepticism and fair criticism. The classic workflow In previous generation games, the artist modeled the object, made the UVs and created a texture for it in Photoshop. Here are the most significant problems with that practice:

** The Big Tutorial Thread ** Liens tutoriaux UDK - UDK - 3D Temps Réel.