|Capturing Reality: Gathering Reference for Forza Motorsport 5
|Microsoft Studios (Turn 10)
|Track / Format:
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|Game artists have the daunting task of building believable worlds or recreating environments from thin air. One thing binds them - they must compose textures and forge polygon primitives into detailed models for these visual spectacles. Any technology or process that can provide a head start in authoring textures and meshes can mean cheaper budgets, higher quantity and accuracy of content, and overall happy feelings for all. For a racing series like Forza Motorsport, artists must create the authentic and minute details of real-life and fictional environments. It all starts with how that reference is captured. In this talk, Arthur will cover the fundamental strategies and specific technology employed to gather reference data as a basis for making more and better content at a lower cost, and hope that these lessons can be applied toward any title that employs reference gathering in its process.