![]() ![]() The fewer polygons on a model, while still maintaining its form, and the smaller the texture resolution, the better for optimal gameplay performance. Once the 2D Art Department completed the texturing process, I would move on to optimizing the model(s) by focusing on poly count and texture size reduction. Once approved, I would begin preparing the 3D model(s) for texturing by unwrapping them, exporting their UV maps for Photoshop, and exporting them to a model viewing program like Marmoset Toolbag. I would carefully review the concept art and create the 3D model(s), ensuring that the form and scale met the Art Director's approval. After the concept art was approved and ready for production by the 2D Art Department, we would hold an overview meeting to discuss the character's description and abilities.
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