jddg5wa - you're taking me too literally. Let me rephrase. Nothing is completely new. Everything is a remix. And that's perfectly fine. Can I show you think that are exactly the same as what you've made? No. But that's not the point of my comment. My point is that everything can be broken down into earlier works. And that is an important, crucial thing when designing, because it gives people an understanding of what they're dealing with. Here's an image with 3 works of that page, a similar design, and then what inspired them.
"original, that is just as well done" Of course it's better to have something that is good AND original versus something that is JUST good. But JUST good is better than JUST original, because companies have concept artists to handle the 'original' bit, and 3D artists to handle the 'good' bit.
As a thought experiment, look at your own work, and look at the super clich
If it's for school then the teacher is being a bit harsh asking for non cliche. You're still learning a lot of the basics and designing an asset/character is at least as hard as making something in 3d. (Well it is for me.)
We need less demons from a male basemesh with snakehook horns
One word Comicon, blame the comic book's that probably inspired you.
Unless you also meant slipgatecentral since he has that going on as well.
Also it is my first one so thanks for that, now i see how a cliche' model is a problem, but if you never made one and want to i don't know appeal to an up coming game, you sort of have to be cliche'.
Problem.
Ive only been modeling for around 5 months but when we all finished our submissions for college the class got together to disscus everyones work. This being a tech piece there was plenty of guns, nothing we havent seen before.
One student however built a victorian sweet machine, with all the mechinisims complete with 6000 poly jelly beans! I dont think he meant to do that. I was really impressed with the originality, where everyone else had made si fi guns, helmets, space buggies etc, he produced something really unique and stood out among the rest.
Of corse i made a gun......and was promplty put to shame.
Skimpy women, guns, sci-fi objects, weapons, stuff like that.
Thinking about it though, there's very few original things that aren't cliche and different. Making a ugly character would be easier (whether through sheer intention or incompetence) than making someone who looks attractive. Its my opinion that as long as the quality stands out, the lack of creativity/originality can be ignored.
Women in casual clothing with bare midriffs for no reason - it isn't the 90s anymore. Fashion is constantly evolving and rehashing and I love seeing more fashion forward models when it fits the character
I have to defend cliches here. Doing cliches on a folio is not bad at all (especially as a start). Because they are so common they are also the kind of props people see a lot so they can figure out if your "barrel, weapon, cliche thing" will fit their game or the game industry standards instantly. Basically my point is, having some nice cliche props on a folio isn't bad at all and this is even a way to stand out from the crowd, if you can make it even better.
In my experience, which isn't vast, but I've had a few interviews and one job in games. When you are new they want to see what I like to call "junk art"
Buttons (2d)
Tables/chairs
Barrels
Vector art anything (hurt me real bad at first for not having any and I think even 3d artists should have it)
Dumb shit that would be in a room, making anything you see in a kitchen or living room.
I made all these cool monsters from the D&D manuals and people were most excited about a rolling pin I made in one night.
So I think you should make some cool stuff but make some boring stuff too since not every person who is hiring has a creative mind.
You could combine all cliches to achieve a level of originality never before seen, like a bald orc with boobs sporting machine gun arms in high heels astride a death bike with trainer wheels, no?
I understand your teacher's concern but artists come up with incredible versions of the worst overdone themes that makes the whole discussion moot.
This, a lot. I know it's up to the artist to make it unique and DDO is an awesome base coat but, man ... so often I see a model and I think, "Hey, Quixel made another sale!"
Replies
Awesome barrel by Matthew
Cliche? Yes, Awesome? Very.
And when i post about barrels a barrel appears...It looks nice.:poly124:
jddg5wa - you're taking me too literally. Let me rephrase. Nothing is completely new. Everything is a remix. And that's perfectly fine. Can I show you think that are exactly the same as what you've made? No. But that's not the point of my comment. My point is that everything can be broken down into earlier works. And that is an important, crucial thing when designing, because it gives people an understanding of what they're dealing with. Here's an image with 3 works of that page, a similar design, and then what inspired them.
"original, that is just as well done" Of course it's better to have something that is good AND original versus something that is JUST good. But JUST good is better than JUST original, because companies have concept artists to handle the 'original' bit, and 3D artists to handle the 'good' bit.
As a thought experiment, look at your own work, and look at the super clich
and this -
You may start with spaghetti.
ALSO
One word Comicon, blame the comic book's that probably inspired you.
Unless you also meant slipgatecentral since he has that going on as well.
Also it is my first one so thanks for that, now i see how a cliche' model is a problem, but if you never made one and want to i don't know appeal to an up coming game, you sort of have to be cliche'.
Problem.
One student however built a victorian sweet machine, with all the mechinisims complete with 6000 poly jelly beans! I dont think he meant to do that. I was really impressed with the originality, where everyone else had made si fi guns, helmets, space buggies etc, he produced something really unique and stood out among the rest.
Of corse i made a gun......and was promplty put to shame.
Thinking about it though, there's very few original things that aren't cliche and different. Making a ugly character would be easier (whether through sheer intention or incompetence) than making someone who looks attractive. Its my opinion that as long as the quality stands out, the lack of creativity/originality can be ignored.
I had to defend it, I told you XD
Buttons (2d)
Tables/chairs
Barrels
Vector art anything (hurt me real bad at first for not having any and I think even 3d artists should have it)
Dumb shit that would be in a room, making anything you see in a kitchen or living room.
I made all these cool monsters from the D&D manuals and people were most excited about a rolling pin I made in one night.
So I think you should make some cool stuff but make some boring stuff too since not every person who is hiring has a creative mind.
+ DDO textures
I understand your teacher's concern but artists come up with incredible versions of the worst overdone themes that makes the whole discussion moot.
This, a lot. I know it's up to the artist to make it unique and DDO is an awesome base coat but, man ... so often I see a model and I think, "Hey, Quixel made another sale!"