Environment Modeling, differences between games and broadcast/film


#1

Hi there. I was wondering if there are any special particularities between the workflows of environment modeling for real times or broadcast/film besides poly count restrains.

Also, is it a large enough market that one could specialize in photo real environments for broadcast/film and make a career only doing that sort or is working in games an inevitability?

And btw, any recommended tutorials/workshops on it? I saw a bit of a David Lesperance tutorial, but was wondering if there are any better explained ones around. Thank you !


#2

On the Gaming side of things, an in depth interview featuring Environment Artist James Munroe (Halo 4) and a detailed workflow from concept by Nate Stephens.


#3

Texture size too. (memory related)


#4

Film/TV is generally polygonal sub-d modeling, unlike games.