I would later have a lot of use for these references to accurately assemble the content into a believable world. I also took a lot of references of not just vegetation but also lighting, composition, placement of assets, and even sound. In this project, I wanted to recreate the natural forests in the Valencia region where I captured the content, as I was out and about doing the actual scanning. I thought why not combine a vacation trip with a photogrammetry project with a theme that differs from the last project but followed the same framework? My father just bought a house in Spain and we were going there for vacation. Spending time with our baby has been incredible but I had to have something productive to do in the evenings when my daughter was asleep. At the time, I just needed something to do while I was on parental leave. The Forests of Valencia project came about as a follow-up to my last project Summer Archipelago. Mix in a few specific elements in each map and you can spice up the same content to create sub-variants of the same environments. Photogrammetry environments in games still benefit from the rule of curating a small but well-built set of photogrammetry content that can cover an entire biomes core visual look across multiple maps. With the establishment of fully photogrammetry-based environments on Battlefront 1, the core workflows and principles have not really changed since then, only tools and specific gear have really been changed to improve specific steps. I've been fortunate enough to have gathered a lot of experience throughout the years, and with the games relying heavily on photogrammetry, I have had the chance to be a part of developing cutting-edge tech and workflows in the field. Spending my first 8 years at DICE and having worked on games such as Battlefield 3,4, and 5 and Star Wars Battlefront 1&2. I started early doing half-life 1 maps in the old hammer editor, moving on to making textures and modding for battlefield 1942, and eventually working on the Black Mesa game when it was still a mod in the Source engine.Įventually, I studied Digital Graphics, and soon after graduating, I managed to land a position as a 3D Artist at DICE. I have had an interest in video games and 3D graphics since an early age and since getting hooked, it was always a goal for me to work with 3D art. I've been working as an Environment Artist in the AAA game development industry for close to 12 years now.
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