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We need to talk about digital backlots

Having a great big library of assets, of any kind, is a lot of work. I have run into this problem and its increasingly sophisticated solutions all over my CG career.

After I joined a panel about it at MIFA (Annecy) a couple of years ago, I was amazed at how little knowledge is generally available on the topic. So I spent some time talking about this with my friends in the industry, from ILM, to Pixar, to EA in gaming as well as in commercial libraries in Adobe, Turbosquid, Google.
The result is this piece I had initially written for this blog, but that I think is worth sharing on a larger platform: the Substance 3D Magazine. Enjoy!

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