Hi all, I'm a games student who will be graduating and building a professional portfolio soon, and I have a couple of questions about the etiquette of using other peoples' concept art as reference to build your model(s).
1. If you contact the artist for permission and don't get a reply, should you steer clear of using that image? Or just proceed with the project and make sure they're credited?
On that note, is it always necessary to ask permission?
2. Is it bad form to model a character or scene from an existing game/other media and put it in your portfolio?
3. When you're modelling from a concept, can you make changes to it? ie. remove a prop, change a shirt colour etc.
I keep getting differing answers to these questions from my profs and grads from my program so I wanted to clarify.
Replies
2. Hazardous' portfolio seems to be comprised largely of existing characters and he seems to be doing quite well for himself. One of the more interesting reoccurring themes throughout this forum is people making finished pieces out of unused concept art.
3. This is something you should use your own judgement. Go with what you think works best just try not to diverge from the concept too much.
Though any reason why you can't make concept art yourself? Personally, I rather the stuff that goes in my portfolio is original with only some pieces being fanart (and are really good ones at that).
The only exception is if I'm applying to a studio, I would want to send them art that mimics what their artstyle is like.
2. If you model a known character/scene, just make sure you label it as fan art. I would limit the ammount of fan art you have in your portfolio though.
3. Yes, you can do whatever you want to it, but it will look better to a studio if you can follow a concept.
MattQ86, finished pieces out of unused concept art? You mean like what they're doing in the noob threads?
JordanN, I'm with you on preferring original portfolio content, but I'm strapped for time at the moment. I don't want to tear my hair out designing a character and then rushing the model when I could ace the project with someone else's design.
ZacD that's interesting, I've always had it drilled into me that we have to stick to the concept to the very last detail, I'm pleased to hear that's not entirely the case.