Hi guys,
I know it's old but I decided to work on the RuneScape Art Test from 2012.
Searching through the old threads is great!
I couldn't help myself. Do you think i would of had a chance?:poly121:
I was hoping to get started working freelance, but was thinking maybe I could work with an indie team, to get some in-game work i can show. Any advice would really be helpful. Basically If anyone needs lowpoly work similar to runescape Im free and ready to help. You should have a guarantee though that there will be a playable level at least, after all I would hope to show my art with the game running.
image ru
Replies
Your texel density priority for the blade seems out of whack with the handle. The handle will be seen less but is higher density than the blade which should be seen constantly. It's dramatically hurting the asset.
I'm a lurker/hobbyist so take this with a grain of salt.
My opinion is on the character is- The camera is pretty far away and even zoomed in the character wont be seen up close enough to notice.
BUT
AsaNYC is right, you can utilize your texture space better.
for the weapon - in max or maya, during unwrapping apply the checkerd map and scale the different unwrapped islands to have equal sized cubes, because I think the handle can occupy less space, will still be pretty tight tho.
I am working on one myself (we are at the absolute start), so here some things you should concider:
1. Game comes first - there are compromizes to be made and if the whole project has to have a solid quality, don't expect your portfolio to get the love - triangle counts, texture sizes,... It's always good to show game ready stuff, but the reality of games is that there are additional limitations to abide to.
2. You won't be working soley on stuff you need for your portfolio - There is so much needed for a game that you won't have the chance to cherry pick if you want to release it. A lot of it won't be worthy of a portfolio display.
3. Time - As with the two points mentioned before here is the real issue - you don't have the time to make project optizmied assets and portfolio optimized pieces at the same time (at least probably it won't be so).
In our indie-game case, I already have a paid job in the industry, so portfolio isn't that much of a deal and our enviorment artist sees it as a source of inspiration for his portfolio. At the same time I made sure that the project's structure is based on small scenes and assets that that have the same approach to them as you would approach a portfolio piece-> part of our project plan is also a high priority to visual quality, so we don't have to make too many compromises to other aspects of the game either, while the small scenes and game mechanics are performancefriendly as they are - making our life as artists a little easier, too.
In other words our whole game and team is based on enabling our artists to work for their portfolio and strengths - as at the moment we can't pay them otherwise. Which for example isn't necessarily the case at my job. There the game needs don't give me the opportunity to create anything that is really portfolio worthy due to time & other constraints and needs of our company.
What I am trying to say - If you want to work on a game to gain experience of working on such a project or just for fun - do it If you are looking for a game to enchance your portfolio - be careful. I am not saying it's impossible, but it is rare to achieve it, especially for unexperienced teams and artists. You might spend too much time on things that you don't want to specialize at while not practicing your strenghts enough throughout the project.
Sorry for the excurse to something else than your original post. By the way - on your portfolio site - check the car's shadow. It's wrong. There is light to be seen on the left side of the picture that I highly doubt it should be there.
So far my only experience has been in QA a few years back, so after a long break and back into art i'm probably just getting a little impatient.
AsaNYC
Christo Oosthuizen
Taken notes thank you, i'm going to play around with the UV shells and see what I can come up with. but If I want to make the dramatic changes to the head I'm going to have to repaint the entire thing.
Maybe I'll apply this lesson to the next piece.
Now that I think of it, the dagger UV's are pretty much maxed, I tried but couldn't find a better solution. when the blade section is turned to 45 degrees it's slightly bigger BUT the other part has to be scaled down.