Wednesday, 4 April 2018

Modular Asset: Pre-Production

Deciding upon using remaking my modular assets from last year, I retrieved what files I could from the project.

While the assets were still able to be used, the textures and modelling did not conform with the quality seen in professional portfolios I had looked at, or requirements cited from job listings.

Therefore, I decided to begin constructing and testing a new set of modular assets. These would have a high poly count than the previous ones, while using a texturing method that followed a PBR pipeline.

In terms of rendering, from my feedback during my presentation, and from the research into how different portfolios present their assets, I need to decide where appropriate to commit time to full, still image renders, and where to include real time rendering examples. Both I would like to include as my end deliverable. Props and assets that require evidence that I have textured and modelled them to the quality necessary to include in my porfolio would benefit from a turnaround, as this allows perspective employers to examine textures and modelling methods used, without having to open large, 3D Modelling programs.

While full renders I would like to use to show the skills I have gained in conveying mood within an environment, not just in creating assets, but how I am able to control the elements in these renders to create an atmosphere for the player who will explore them.

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