BA2 - Concept Art 3D
Gargoyle Asset
For BA2 we
got an assignment to create a game-ready Gargoyle asset in a style of our own
choosing. The asset has to be suitable for use in a current-gen platform such
as Xbox One, Playstation 4 and PC. Since I have already made game-ready assets
before, I want to take this opportunity to expand on my knowledge and take this
a step further. I will do this by
including particle effects, and learn how to use PBR (Physics Based
Rendering). Thus I have decided the game engine “Unreal Engine 4” to be my
engine of choice for the final render. I choose UE4 because it lives up to the
standards of today’s current gen titles and uses the latest rendering
techniques.
There are a
few key goals I want to achieve with this asset, which are the following:
- The asset needs to have a correct and clean topology and a efficient use of the polygons, which means keeping the poly-count as low as possible. The poly-count limit for this project is 50,000 which is very high for such a model but for studying purposes it is acceptable. (Hopefully I wont come anywhere near this amount)
- The asset needs to have a UV map with efficient use of the UV space. This is to create a texture that’s as detailed as possible, without taking an unnecessary amount of recourses from the machine that game will be running on. I will use a mixture of traditional texturing and Poly Painting in Zbrush.
- A well made texture which makes it easy to define what material the gargoyle is and also make use of PBR (Physics Based Rendering).
- Different LOD (Level of Detail) versions, correctly setup within a game engine. A High Poly version for baking, Medium Poly for close-up and Low poly for distance viewing.
- Particle effects such as water and smoke to help define how the Gargoyle actually functions within the game engine.
- Make sure the asset is easy to setup within the Engine with correct scale, applied material and no mesh errors.
- Deliver a high quality piece which is as technically impressive as pleasing to the eyes.
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