Dan Calvert, Alex Zapata
Here to talk about asset production for Killzone
Naturalism
Originality
Don't repeat yourself!
Understand things rather than just look at references.
We looked at a lot of their assets.
I never actually clicked how you need to create a few of each in that kind of gaming because it's affected by the player. So you've got a machine for example, and gotta model it at around 2-3 stages of destruction. And I never thought about it before, till now!
They reassured me a bit when saying to not worry as much about the polycount because it is not about the quality of games! I always hated worrying about my models being huge but I don't care as much ^^ Cause to be honest I prefer making beautiful high poly models.
Obviously there are the cases of you having to model 'on a budget' for things like mobile gaming etc. it's a good skill to have, being able to model in both ways but I still prefer not to worry to much : D
On top of that they gave us a lot of tips and tricks which I found really useful and I can't wait to try out on my next project!
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