Hey Polycount, quick question today.
I am undergoing a career change, not a massive one, but i am making the leap from the the realm of architectural visualization to the one of game art.
I am asking for some advice/comments on my workflow. Many thanks in advance !
My workflow so far:
- reference gathering
- general layout blocking (primitive for space awareness)
- modelling
- maps bakes (AO,Normals,...)
- texturing
- engine works (Marmoset/cryengine)
- post
- ???
Am i missing something ?
P.S.
One shot of my last project !:)
Replies
Best of luck, I think you'll be great. Love that shot of yours.
From my knowledge there is little in terms of difference between the 2 ways of production. I may be totally wrong but from my experience the hardest thing to get to grips with is the texture map baking of things like normals etc. The maps etc all work the same, if anything game engine shaders are more primitive than those found in V-Ray etc.
Good luck with it!
Also on the list I think there might be more of a back and forth with putting in assets into the engine and figuring out lighting etc. I may be totally wrong but it would make sense to get a good idea of the lighting within the engine and then add stuff in and tinker about to get it righ and to see if you are achieving what you want instead of leaving it to the end