{"id":9499,"date":"2018-01-05T00:35:00","date_gmt":"2018-01-05T00:35:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/312571"},"modified":"2018-01-05T00:35:00","modified_gmt":"2018-01-05T00:35:00","slug":"video-how-reference-data-was-captured-for-forza-motorsport-5","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/01\/05\/video-how-reference-data-was-captured-for-forza-motorsport-5\/","title":{"rendered":"Video: How reference data was captured for Forza Motorsport 5"},"content":{"rendered":"<p>3D artists have to create environments and worlds largely from their own imagination. In <em>Forza\u00a0Motorsport 5<\/em>, 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.<\/p>\n<p>In this GDC 2015\u00a0session, Microsoft Studios&#8217; Arthur Shek discusses the technologies behind gathering reference data for <em>Forza Motorsport\u00a05<\/em>, explaining how the method can be used to create more assets at a lower cost.<\/p>\n<p>The\u00a0talk goes over best practices for taking environment references,\u00a0where Shek\u00a0explains reference planning as\u00a0the process of documenting everything about a space so that environment artists can create those results in 3D. He goes on to highlight how this\u00a0gathering technique\u00a0became the foundation for\u00a0creating content quickly and efficiently.<\/p>\n<p>Artists interested in utilizing the same techniques in their own work can now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=lVVuoymwJoE\">watch the talk completely free via the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>3D artists have to create environments and worlds largely from their own imagination. In Forza\u00a0Motorsport 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\u00a0session, Microsoft Studios&#8217; Arthur Shek discusses the technologies behind [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":9500,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-9499","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/9499","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=9499"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/9499\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/9500"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=9499"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=9499"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=9499"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}