This week was quite the whirlwind. Between class projects creeping up and an extra handful of surprises it was not a very productive week. There was no team meeting this week but I was given a few extra pieces to work on. One of our other modelers in charge of prop assets gives me their work to texture. the only issues thus far have been the expected of mixed program usage: Polygon workflows and retopology is often needed if not required before I can do anything to the models. This not only slows production if the texture artists need to double check the work, but can slow the entire workflow if everything is not done correctly. I recommended a two-man system for cleanup; One models, the other tweaks and modifies as needed and completes the UV Map.
Elk texture status: Slow coloring on diffuse map overlay. Still requires replication from Concept art and group feedback. Elk colors confirmed.
Fun Fact: Blender is a free program used by many modelers for cost efficiency, but Maya is more industry driven. Smaller studios may favor one or another but in our case modelers use various software. I use Maya and many of my colleagues use Blender, making the transition not always a clean one. Our most recent model is a longbow design, but the model itself still requires the second modeler to peer review and modify. Once a consensus is drawn I can begin work on wood, bone, and feather textures.
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