Environment Art Lookdev Using Unreal & Photogrammetry | The Gnomon Workshop
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Environment Art Lookdev Using Unreal & Photogrammetry

with Brian Recktenwald

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      Description

      This workshop is for intermediate to advanced environment artists in the games industry that want to hone new skills in photogrammetry to assemble a look-dev environment using Unreal. In this title, Brian Recktenwald goes over the entire process from start to finish and addresses different approaches and techniques used to create a photorealistic, yet stylized, scene. Planning, capturing, clean up and creation of real-time ready models and tileable textures is gone over in detail using Reality Capture, 3ds Max, Marmoset Toolbag and ZBrush. Brian discusses sculpting techniques for rocks using ZBrush and then textures one using Substance Painter with the photo scanned textures as a base. After he has all of the game-ready assets, he goes over the philosophy and approach of “asset gyms” that are often used in production settings to help organize and prep the scene for assembly. Finally, Brian assembles a desert scene in Unreal breaking down material creation, lighting and general philosophies regarding building modular environments for games.


      Duration: 2h 19m

      Format: HD 1920x1080

      Brian Recktenwald

      Environment Artist at Naughty Dog

      Brian Recktenwald began his career in games as an Environment Artist at LucasArts on The Force Unleashed and sequels, then moving on to become Environment Art Lead for the Star Wars 1313 project at Lucasfilm. In 2013, Brian joined Naughty Dog to work on the highly acclaimed Uncharted series with a focus on modeling and scene assembly. He has worked in the games industry for over ten years and specializes in modeling, texturing, surfacing, and lighting.

      • I've been in the games industry for 17 years, and Brian is one of those rare talents you come across once in your career. He is by far, one of the very best environment artists in the industry. He consistently puts in extra time to make sure the work he turns in is beyond what you expected in terms of quality and polish. When we started Star Wars 1313, the environment artists pipeline was dramatically changed. They needed to produce assets to a quality level only seen in films, but on a very tight deadline. Brian set the high bar on what was expected and made sure his entire team delivered. He is an exceptional artist and a true professional.

        - Mark Bergo
        Sr. Artist at Akili Interactive Labs, Inc.