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Research Report - Planning the Structure

  • Writer: charlightart
    charlightart
  • Oct 15, 2016
  • 1 min read

How does my workflow differentiate between realistic and stylised hand painted asset creation?

INTRODUCTION - 500 words

What are the key main differences between realistic and hand painted assets?

Aesthetics

How they are created

The genre of game they’re in

How will I be exploring my workflow of realistic and hand painted asset creation?

Same theme/object for both the hand painted and stylised asset

Software (Hand Painted – 3D Coat, Realistic – Substance Painter)

CHAPTER ONE - 1000 words

How does the texturing change a game ready asset?

Immersion

Mood – Cheerful/Dark

Possible Audience – Bright Colours – Childlike? – Plus own thoughts

Which companies use predominantly hand painted textures and why?

Blizzard

Telltale Games

Gearbox

Riot

Which companies use predominantly realistic textures and why?

Naughty Dog

Bethesda Games Studios

Ubisoft

Crytek

Influences for my practical research

Blizzard

CHAPTER TWO - 1500 words

Creating my Hand Painted Asset

Stage 1: Modelling in Maya

Stage 2: Sculpting in zBrush

Stage 3: Texturing in 3D Coat

Stage 4: Additional Texturing in Photoshop

Thinking about Polycount – for MMOs

Creating the Base in Maya (Hard Surface model) to edit in zBrush

CHAPTER THREE - 1500 words

Creating my Realistic Asset

Stage 1: Sculpting

Stage 2: Modelling

Stage 3: Baking

Stage 4: Texturing in Substance

Stage 5: Texturing in Photoshop

Polycount – How it differs

Using zBrush to Create High Poly first (differs to the hand painted)

Maya to create Low Poly

Substance Textures – Taken into Photoshop

So I don’t repeat information – I make comparisons

CONCLUSIONS – 500 words

Similarities & Differences

Paragraph 1: Modelling, Texturing and Sculpting

Paragraph 2: Overall Aesthetics

Paragraph 3: Personal Thoughts - Which do I prefer?

 
 
 

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