Classic game but process talk might still be of interest to students or absolute beginners. Twitch cast date: January 17, 2016, artist demoing is Greg Grimsby.
Just posting to say that I taught Greg Grimsby this pipeline when he started at Mythic about a million years ago. I made that terrible head model. It's real weird to see this pop up on polycount. . . .
I don't think students should be using ancient workflows to make art assets.
That seems like a very sweeping statement. If, for example, a student wanted to make items for Dota 2 workshop items, they'd get much better final results if they understood how to hand paint textures and construct low-poly geometry with good edge flow.
Additionally, most mobile and social games still require skills that were most relevant in the Quake 3 days. Low-poly modeling and UVs, low resolution hand-painted texture creation, rigging with tight restrictions on bone counts, and use of minimal shaders are still very relevant skill sets for people who don't want to work in AAA production. Hell, most indie games still use tech that was already outdated over a decade ago because it's generally faster to produce and easier to art direct.
I don't think students should be using ancient workflows to make art assets.
I'd argue that it's entirely appropriate to start them off making assets with very OLD workflows, and then working progressively forward, so they understand the incremental advances of the technology and methods, how they have evolved, and WHY they have evolved.
Somebody who understands what's going on under the hood and how that system evolved to what it currently is, will know how to use it much better than somebody who simply knows which buttons to press.
at nova day dont need think, now workflow back and forward and vise versa where you just doing same thing every day and all its just mechanical skill sad but true hand paint and low poly character more challenge
I don't think students should be using ancient workflows to make art assets.
I'd argue that it's entirely appropriate to start them off making assets with very OLD workflows, and then working progressively forward, so they understand the incremental advances of the technology and methods, how they have evolved, and WHY they have evolved.
Somebody who understands what's going on under the hood and how that system evolved to what it currently is, will know how to use it much better than somebody who simply knows which buttons to press.
Problem is students get stuck doing the wrong thing by the very point you are making. It's why you see people still use T-poses. I disagree on it making people actually think about what they are doing.
Replies
Just posting to say that I taught Greg Grimsby this pipeline when he started at Mythic about a million years ago. I made that terrible head model. It's real weird to see this pop up on polycount. . . .
Additionally, most mobile and social games still require skills that were most relevant in the Quake 3 days. Low-poly modeling and UVs, low resolution hand-painted texture creation, rigging with tight restrictions on bone counts, and use of minimal shaders are still very relevant skill sets for people who don't want to work in AAA production. Hell, most indie games still use tech that was already outdated over a decade ago because it's generally faster to produce and easier to art direct.
Somebody who understands what's going on under the hood and how that system evolved to what it currently is, will know how to use it much better than somebody who simply knows which buttons to press.
sad but true
hand paint and low poly character more challenge