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Sheer is dedicated to producing Next Generation scenery models with the most advanced game techniques and tools, such as various categories of 3D props, 3D architecture, 3D scenes, 3D plants, 3D creatures, 3D rocks, 3D PLOT,3D vehicle, 3D weapons, and stage production. We are highly experienced in Next-gen scenes production for various game platforms (mobile (Android, Apple), PC (steam, etc.), consoles (Xbox/PS4/PS5/SWITCH, etc.), handhelds, cloud games, etc.) and art styles.
The production process of Next-gen scenes is similar to that of Next-gen characters
First of all, we create the concept, and then we analyze the concept and allocate the asset.
It is very critical to analyze the concept. To analyze in advance which models UV can be shared, which materials can be used four-way continuous to map performance. After analyzing the original painting, organize the objects of different materials and the places where continuous mapping can be used to reasonably allocate tasks.
The next step is rough model building. Rough modeling determines the overall scene scale, and it facilitates post-production. It’s important to focus on the main result when we build the rough model.
When it comes to the medium and high model production. The core point of the middle model production is to accurately demonstrate the shape of the model, which is under a reasonable number of surfaces, and the wiring is well-proportioned to facilitate the subsequent carving of the high model. After that, the processing is refined based on the original rough model to ensure that the proportion of the model when the model is integrated. The key point of making a high model is the uniformity of sculpting. The difficulty is the consistent quality of each artist.
It is a test of patience for the artists to create the low model. They always spend a lot of time matching the sculpted high model with the low model.
The focus of material production is the unity of the whole material, color, and texture. Under the premise that the basic materials are well defined, the process requires the artists to share their progress from time to time.
Rendering is the key section for enhancing the quality of the scene. Generally, artists upgrade the overall scene texture by adding special effects, flash lighting, etc.
The common software of Next-generation scene modeling is 3dsMAX, MAYA, Photoshop, Panter, Blender, ZBrush, etc. The production cycle depends on the scale of the scene. A large-scale scene production requires a lot of game art designers to work together for a prolonged period.