Thomas Tobin (Sr Technical Artist, Unity)
Pass Type:
All Access Pass, Summits Pass
Topic:
Programming
Format:
Lecture
Vault Recording: TBD
Audience Level: Intermediate
Working on a team of two—authoring all the art for the entire team—means it's crucial to work as efficiently as possible. That's why they created a toolset that allows them to generate block out worlds procedurally.
In this session, Thomas Tobin, Sr. Technical Artist at Unity, covers creating a framework for efficient asset creation and best practices, allowing the team to prototype significant scale levels that appear as finished worlds rapidly. Thomas will highlight the key features to increase the quality level dramatically with minimal effort.
In addition, he will demonstrate the technique and toolset that anyone can make to create a believable environment in a matter of days. This process allows them to sell a concept environment and quickly iterate with a client cost-efficiently.
Takeaway
Attendees will learn how to create a pipeline combining traditional and ML techniques to produce high-quality prototype environments rapidly. Thomas will look at critical workflows that dramatically improve realism with minimal work using procedural tools and provide recommendations to level up efficiency.
Intended Audience
This is for technical artists, 3D artists, and tool developers willing to discover and learn a new workflows that allows them to create large-scale environments in a matter of days, using a collaborative toolbox of premade tools and workflows.