Pipeline and Workflow for Creating a Next-Gen Game Asset (Shotgun)

November 9, 2010 in 3D, AutoDesk 3DSMax, Featured, Game Artwork Design, Photoshop by admin

Pipeline and Workflow for Creating a Next-Gen Game Asset

In this tutorial will be exploring one of many production pipeline methods used for creating a next-gen game weapon. This process can easily be adapted to be used for any type of game asset, such as props, characters and environments.

This tutorial is designed for intermediate to advanced users and assumes that you have at least a fair understanding of each of the programs used. We will cover the entire process of creating a next-gen game asset, but I will not be going into a lot of detail for each specific step, just giving a general overview of the workflow involved. So let’s get started.