Part 2 of 3:
Chris Wells, senior artist at Epic Games, gave this highly technical talk at Games:EDU:07, about the way Epic deals with their art assets.
Part 3 is here:
http://www.slideshare.net/pixellab/3-pixellab-gamesedu-chris-wells-epic-games-art-asset-pipeline/
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2. Pixel-Lab / Games:EDU / Chris Wells / Epic Games' Art Asset Pipeline
#2: At this point we have our organics completed, so we’ll merge that in with our rough proportion model and give it a new file name. Before we go straight into modeling the hard surfaces. Remember that efficiency is important. With this in mind, I’d recommend making as many screen shot paint-overs as needed. Since it can take a fraction of a second to draw a line of detail , as opposed to seconds or minutes to model that same detail, it’s hard to beat the speed that it gives you. Paint overs also afford you the opportunity to loosen up and try designs that may differ from the concept that may improve on the original idea. You can also elaborate on the concept to better explain how the suit functions, or the point of contact to the organic parts. Creating a paintover is pretty straightforward; simply press print screen when your model is in the viewport, open photoshop. Choose file>new then paste.