~/talk

3D Art

Talkat GCAP Loading 2016 · 2016-11-01..11-02· [creative-coding]
name:Ed Blanch
links:none on file
slides:none on file

Concrete workflow advice for 3D game art: prioritize tone and preproduction, pick a narrowed style, and plan a pipeline that avoids time sinks. Uses scanned miniatures on a flatbed scanner and ZBrush and miniature painting workflows to make tabletop-style assets affordable and fast. Reports releasing three games in a year and sculpted 120+ characters for one project, warns asset-pack traps, stresses iterating, valuing time, and that non-art devs should learn basic Photoshop to bridge small-team gaps.

AI-written summary · about

  1. 0:00Architecture to game art
  2. 1:26Game art is ongoing
  3. 2:50Tone in art and design
  4. 5:04Pre-production and style
  5. 7:29Efficient art pipelines
  6. 9:11Art components and bottlenecks
  7. 10:18Asset packs pitfalls
  8. 12:02Cross-discipline tools
  9. 13:06Specialized skills in dev
  10. 13:48Portfolio pieces
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