I spent the past 4 years not using it, as I was doing sci-fi hard surface guns and robots for a third person shooter without the ridiculous level of stylized damage that Gears of War has. I would rarely use it for specific objects but in general most of the stuff I was making was metal, plastic, etc. Now I'm doing more…
At Vigil on DS2 we use it to make most of our assets. As an environment artist, I take on a lot of roles such as world building, kitbashing, and building modular sets in addition to creating sculpted assets. So when I make assets, I almost always use zbrush, but the majority of my time is spent doing the rest of the stuff…
I'm curious how long you get per asset? Looking at a MMO like WOW and comparing that to Halo I wouldn't say there's fewer assets in Halo since WOW repeats a lot of things. I've used zbrush/mudbox on things because it's better. Typically hand painting a normalmap seems to take about the same amount of time as sculpting. And…
It's essential to know it, but for me I use it on probably 30% of the stuff I do so there are times when when I come back to it after a couple weeks off from using it and I spend a few minutes getting my speed back up again. It all just comes down to what way is faster and will yeild better results for the task you're…
About the different times per asset depending on the game genre; having worked on an MMO, FPS and a last gen 3rd person platform game. The genre really doesn't dictate the time you spend on a asset, it really all comes down to how big and prominent it's going to be on screen, how quick the art approval process is, the art…
Im sure I will be answering these questions a lot more once we can post some work for Uncharted 3 as I know a lot of people are curious about the work flow since it is quite different from most studios. But I will answer some of them quickly and more in depth later when work is posted and screen shots can make things…