
Besides that, we should always leave some room for CG reference: both as a benchmark to match or surpass, and an insight on how other artists went about approaching more challenging details. It is always a good idea to include detailed references of specific parts. I modified quite a few parts on it back in the day, and a lot of those changes were incorporated into the design of this digital asset. My main reference was in Pureref on my machine for ease of access and the overlay options.īesides the references I found online, I was also using pictures of the Honda I used to own. Miro is useful when working with a mentor so you don’t have to send large data back and forth.

In this instance, I used Miro and a local copy in Pureref to gather reference and break down the details of my asset. Doing this will also give you a better idea of the project’s scope and how much you actually have to do. It is a good idea to break the object down, learn how it was built and understand how it functions. Remember: many new designs are often just well recycled old ones. When you plan to design something, the first step would be to gather all the useful references possible. Software used: Maya, Headus, Marmoset, Substance Painter/Designer, Unreal Engine 4. Reference gathering and project planningĪt the end of this article you should be able to take on a prop and follow through the proper pipeline.We will go over the following pipeline steps: For convenience’s sake we will outline each of the stages in case you are looking for a specific insight, so you can skip ahead. In this article he takes us through the entire asset production pipeline using Unreal Engine.īuckle up, this will be a long ride.

He started his learning journey in February 2020 and in a short time has been recognised for creating incredibly detailed game ready assets, in real-time.

Eldar Seydamet is a recent Tech Art Intern at Epic Games, 3D Artist at Dekogon, and a Think Tank Online alumnus.
