Hi guys I though I would drop in with a bit of information as to the status of our asset development as applied to map design and as to our current pipeline design.
Due to the unique requirements of the individuals who make up the bulk of our art asset team we need to ensure that our pipeline design is flexible enough to allow off the shelf software solutions that our artists are comfortable with as well to keep them working as we develop our own engine design.
The only rule as to mesh based assets is it must be able to import into 3ds Max full, intact, and maintain the integrity of the original design with out further modification or application dependency. This is a need for our team and not necessary an overall design requirement but for us it allows all of our assets to be safe in data form rather than task orientated in relationship to what ever form our engine design will take.
Going with the off the shelf solution that ties into 3ds Max makes all assets engine neutral and can be used in any game engine with little or no modifications what so ever.
It's this design path that allows for OTS software to help pre-vis our own art assets with out the need for a completed engine as well as to have our own art assets ready as data sets and as needed by our programmers.
I'm mentioning this now as recently Garage Games has released Torque3D and its world builder to Open Source under MIT and after examination the world builder has a high compatibility factor as an extension to the 3ds Max rule and is a lot more artist friendly than most of the other engines that offers an edit level environment.
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Asset development update.
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