Taming The Dragon: Next-Generation Asset Creation for PS3

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by [name redacted]

Fundamentally, this was another opportunity to explain the value of digital maquettes and to demonstrate the rendering software Worch is most fond of. This seemed to go over fairly well, as Worch’s tools are powerful (and indeed elicited constant gasps of admiration from the audience) and he has a number of sound arguments for at least considering maquettes as an alternative modeling technique.

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Normal and Displacement Map, Sitting in a Tree

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by [name redacted]

Factor 5 designer Matthias Worch began Wednesday morning with a brief lecture on asset creation for next-generation games; his focus was on the distinctions between full-on digital and maquette models, as newer technology has come to make older techniques seem attractive. Before Worch began, however, he already had two problems. One was that, as his next-gen projects have yet to even be announced, he was unable to use his own material in the demonstration. The other problem was that his lecture began twenty-five minutes later than scheduled; to well use what time he had, Worch skipped straight to the demonstration.

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