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With rendering capabilities of Unreal Engine 4, we were able to push our models to a very realistic quality. What was the biggest challenge during the creation process?įor a lot of us, the biggest challenge was wanting to make something look better than our previous games whilst staying on schedule. While doing so, I trained Junior Artists as I was learning new techniques myself. I also had to prep production documents and training videos for in house and outsourcing production. BANKING SUBSTANCE PAINTER TO MARMOSET TOOLBAG 3 SOFTWAREWe knew we had to use new software and learn new procedures and techniques. I helped establish our production pipeline utilized to approach the PBR Metal Rough materials for Unreal Engine 4. My industrial design background helped me to get our generic bikes, parts and gear to hold up to the real models being licensed for our game. We have a really talented team at Rainbow that took on the challenge.Īs the lead modeler for the bikes, riders and gear, a lot of the models had to be designed from scratch to match the quality of the real-world vehicles, parts and gear that would be in our game. ![]() This was, and still is, an exciting time. ![]() This required a whole new production pipeline to pretty much start from scratch. With Unreal Engine, we had the new rendering technique of using Physically Based Rendering (PBR). It was a hard decision to make since we had our previous game engine around for more than a decade. In the end, we went with the new Unreal 4 Engine platform to build our game around. This first started with THQ Nordic reopening Rainbow Studios as an official studio in 2016. I joined the team in late 2014 to help with DLC and then work on Encore.Īfter Encore’s release, the decision was made by the team to start from scratch for the next title. This was followed by MX vs ATV Supercross Encore in Fall of 2015. They brought a lot of the original team members back to release MX vs ATV Supercross in Fall of 2014. Since acquiring the MX vs ATV franchise, Nordic Games has been determined to reboot the franchise for the fans. In April 2013, Nordic Games bought the rights to the MX vs ATV Franchise and other THQ Intellectual Properties. This was followed by 3 more titles: “MX vs ATV Untamed”, “MX vs ATV Reflex” and “MX vs ATV Alive”. MX Unleashed was the spark to create MX vs ATV Unleashed in 2005. In 2004, Rainbow Studios first released MX Unleashed. MX vs ATV is an off-road racing game franchise created by Rainbow Studios, and has a long 14-year history with its fans. BANKING SUBSTANCE PAINTER TO MARMOSET TOOLBAG 3 SERIESWhat is the history behind the MX vs ATV series and the team behind it? My preferred modeling program for these type of game assets is Maya. I specialize in game quality hyperreal 3D models, ranging from vehicles and vehicle parts, to characters and gear for the characters. My latest game credit is with THQ Nordic’s “MX vs ATV All Out” which just released on March 27th for the PS4, Xbox One and Steam Platforms. My education and experience have made me fortunate to have worked on a multitude of console and mobile games. I have been working for 15 years as a 3D graphic artist with 11 of those years specifically in the games industry. I hold a Bachelor of Science in Industrial Design from Arizona State University. My name is Gregory McDonald and I am a Senior 3D Artist at Rainbow Studios in Phoenix, Arizona. First, I would like to thank you for the opportunity to share my game industry experience. ( Backplate image overlooking the Rio Salado River Valley and Red Mountain in Arizona’s Tonto National Forest.) Can you tell us a little bit about yourself and your experience in the games industry? After providing insight on the development of the MX vs ATV series, Gregory demonstrated why Toolbag 3’s baker was a game changer for their workflow in a video tutorial. ![]() Hero Asset Creation - In-Depth Tutorial Course (Blender 2.Discover how Toolbag 3 was used to help create the complex vehicles in “ MX vs ATV All Out” with Gregory McDonald. Revolver Tutorial - Industry Ready Weapon & Attachment Creation for Video Games (Blender 2.9, Marmoset Toolbag 4, Substance Painter 7.2) Realistic Prop Tutorial (3ds max, Substance Painter, Marmoset Toolbag)
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