Are you thinking about a career as a 3D Artist in the video game industry? This presentation will help you understand and apply the major techniques for creating high quality game art for Unreal Engine 4 and the latest Physically Based Rendering pipeline (PBR). Greg McDonald will be giving an overview, from the ground up, for a game asset all the way to importing it into UE4. The majority of this presentation will be going over the workflows and software used to model and texture your asset, and the current rules and guidelines for PBR textures and materials. In the end, this presentation should help any up and coming artist and most importantly industry veterans to understand what skills and changes in skills that are required to become competitive as a 3D artist in today’s highly competitive and changing game industry.
Software Demonstrated: Maya 2018, 3Ds Max 2018, Knald, Substance Painter, Photoshop, Marmoset Toolbag 3.4 and Unreal Engine 4
Stick around after the presentation to ask questions and chat with other active Unreal Engine developers.
Greg McDonald has worked as a CG artist and modeler for games, engineering, advertising, TV and film for the last 15 years. He is currently working at Rainbow Studios in Phoenix Arizona as a Senior 3D Artist. His roles include modeling vehicles, characters, and gear in the MX vs ATV Franchise. He started to tinker with 3D software back in 2003 with Alias/Wavefront Maya 4.5 and has grown to use many software packages in his workflow ever since. Greg went to school at Arizona State University and holds a degree in Industrial Design. He also teaches at ASU as an associate professor and he used to teach as an adjunct instructor at the Art Institute of Phoenix passing on whatever knowledge he can to future upcoming artists. When not working, he enjoys creating anything his mind can come up with and spending time with his family.
For more information about the Phoenix Unreal Engine Developers user group, please visit UnrealPhx (http://unrealphx.com/).