Showing posts with label aesthetics. Show all posts
Showing posts with label aesthetics. Show all posts

Sunday, July 7, 2013

How a "Last of Us" art dump thread teaches "vision."


At Polycount, Rogelio Olguin posted an art dump of some environments from The Last of Us, as well as some notes on his environment construction process. All of his posts are worth reading, but I'm going to copy the part that really stuck out to me:
"One thing I hold true is that one texture will not make things look awesome. Imo well balanced shaders will. I think we are starting to move away from this one texture looks sick. Like the below textures are kind of boring alone but together it looks sweet. I really do not think anything we did in ND is "special" it just well balanced from good forms and composition (Modeling) to materials treatments (texturing)"
This shift in AAA art workflows, from focusing on individual art assets to thinking more holistically about how shaders, lighting, and art direction work together -- I think most AAA-affiliated 3D game artists agree with that in concept, but a cursory look around the Polycount forums shows that many of them still focus on honing one perfect asset for one screenshot.

Part of the problem is a games industry that demands certain types of presentation, style, and specialization in portfolios. ("To work here, you must have one normal-mapped sci-fi crate prop, with perfect topology and no wasted UV space.") But I think most of this problem stems from a lack of vision.