Hey guys and gals. I recently heard about this art test ArenaNet is doing as part of their application process for hiring new character artists. I want to try for this for two reasons 1- Really really need a job! 2- It would make a great piece to add to my portfolio.
heres the link to the info for the test.
http://www.arena.net/blog/arenanet-is-hiring-character-artists
and here is the concept I'll be working off of.
So here's a few considerations and questions I have going into this project.
The tri count is only 6'500 for the finished model, which I'm almost embarrassed to say is lower that I've ever worked with before. So I'll have to pay special attention to that and learn some solid low poly character techniques.
Trying to decide what the best way to start this project is, probably in zbrush with the high res mesh? Suggestions on low poly character workflows that are similar to this?
The proportions of the concept are very stylized, should I aim for correct or try and match the concept as closely as possible regardless of how it looks?
I'm not too concerned about the range of maps I'm allowed to use but I do want to start thinking about how to best use those maps and what style of texturing would suit this project best ie..Hand painted vs realistic.
So there's something to think about, and if anyone has any suggestions for me that'd be great. progress soon I hope!
Replies
I would stick with the proportions in the concept rather than go with super realistic proportions. And I think you should go with realistically textured maps as well. They're allowing normal and spec maps so I would use them to their fullest extent
Stoofoo: Now why didn't I think of that? thanks for the great advice
For the model itself, given the poly budget I'd start with a fairly detailed base mesh (max/maya/whatevs) and do as much of the highpoly sculpt on one mesh as possible, partly to keep things simple come bake-time and partly because I don't know how GW handles outfit/model swapping.
Hope that helps,
p.s. there's some very informative blog posts by ArenaNet that should answer a lot of questions as well
Good luck man!
Also, good luck to you as well sir!
Use your best judgement and finish it in a normal production time.
Can't wait to see your progress.
Head asplode.
Hmm, maybe after my art test, I'll do this too. Why not? The concepts look boss.
6500 Tris, is plenty. I've seen DW models with less and look amazing. Best of luck to everyone!
too lazy to post a screen yet but if you wanna see my shitty progress then watch my live stream!
http://www.livestream.com/retroveractive
come on in and tell me whats up!