3D artists have to create environments and worlds largely from their own imagination. In Forza Motorsport 5, designers had to piece together elements from the real world and their own fiction in order to place a race track right in the heart of Prague.
In this GDC 2015 session, Microsoft Studios' Arthur Shek discusses the technologies behind gathering reference data for Forza Motorsport 5, explaining how the method can be used to create more assets at a lower cost.
The talk goes over best practices for taking environment references, where Shek explains reference planning as the process of documenting everything about a space so that environment artists can create those results in 3D. He goes on to highlight how this gathering technique became the foundation for creating content quickly and efficiently.
Artists interested in utilizing the same techniques in their own work can now watch the talk completely free via the official GDC YouTube channel!
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