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Creating a Next-Gen farm

“Creating a Next-Gen Farm ” by Daniel Vijoi
And finally a render of the final scene:

Closing words
Now that we have reached the end of the tutorial, looking back, the process might seam lengthy and complex, but in reality, the pipeline is the same for most objects and only changes slightly depending on the project and type of asset. The main focus of the artist is to put character into his creation, no matter how visible or not the asset is in the game. Each object has to have details that are meant to attract the view of the player, which could potentially make him stop just to admire the scene. But this is not all, as the object has to be free of errors and artifacts and be optimized and up to the technical standards required by the engine. Next gen hardware may support a lot of polygons and textures, but optimization still plays and important part of the creation process.
I hope this has been a useful tutorial for you and that this will help you understand better how some objects in your favorite game might have been created and what is expected from a 3d artist which wants to start working in the gaming industry.
Thank you,Daniel VijoiLead Texture ArtistAMC Studio
Creating a NEXT-GEN farm de Daniel Vijoi
(c) AMC Studio, http://www.amc.ro/
     

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