Monday, 12 March 2012

Game Asset Workflow

An established system of workflow generally leads to smooth sailing,
so this is just a note as to how I am going about operating between the various stages
of game asset creation and will serve as a future reference to ensure that in the
dreaded event of data loss, I can be sure to restore backups without a hitch,
on the same software versions and builds.
 
Conceptualisation
¦
Maya 2012 64-bit (Modelling)
¦
ZBrush 4.0 (UV Unwrap)
¦
Photoshop CS5.5 64-bit (Texture)
¦
Mudbox 2012 64-bit (Sculpt)
¦
Maya 2012 64-bit (Rig, Animate and Export via FBX)
¦
UDK-2011-06 (Implementation into Game)

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