I would like to know that what defines the next-gen game asset. The production? The realistic outcome effect? Or the target platform of the asset being used? Is PBR workflow a definition of next-gen game asset?
Perhaps so but then my definition of next gen asset would have to be that it takes months to make one and weeks to change it and by the time you are wrapping it up you will be so burned out from looking at the same damn thing for such a long period of time that you wish you'd have taken that job at some indie doing mobile…
For simulation, deformation and shading in theory we already were able do a lot of cool stuff this generation but getting there is taking soooooo much time. I'd rather be interested in a next-gen pipeline to work faster with current asset budgets than raising the ceiling once again for some minor visual improvements but…
"Next Gen" assets, i.e. those for PS5 and Xbox Series X, probably wont be much different then what is currently being made for PS4 / XB1. The main differences going from the current generation consoles to the next ones will be raytracing, a higher standard for base framerates (60-120fps instead of 30fps), and massive…
Thanks to all of you that gives your own perspective of view. There is nothing wrong to express our own view, that maybe a joke in some other's eye. Or maybe my question itself is a joke. So... It seems like the game asset that are being used in a more realistic and latest game can be consider as a Next-Gen Game asset?…
I also feel its more to do with realistic style, open world games since its adverts from those companies that tend to use this term a lot more than others. I don't know why they use them and it still makes no sense since all you're really just doing is what it takes to get the job done. You probably don't even get to work…
The most changes are in the areas of rigging and animation. A lot of feature film workflows will become standard for games. Character Artists have to work closer with the Animation department. Higher polycounts and texture resolution could lead to some troubles in the beginning. Its not in any case needed to spend the max…
I would say this^ It's as if to say 'this work is future-proof for years to come because it goes above and beyond the current gen quality.....' Gimmicky really, considering apart from a switch to 'PBR' and some new engine hacks and workflow boosting tools, fundamentally the pipeline/process is still the same.