I'm doing an art test where I'm supposed to create a character from a real world person, then stylize it to match game look. I asked the company if it's alright to change it from the reference a bit to make it a new character, as long as it's fitting in the style, and they said "yeah."
So, is it more important to make a character look awesome, and somewhat similar to the reference (Different expression, but keeping some features), or stick very narrowly to the reference? They did not specify how closely I need to match it.
Appreciate any feedback!
Replies
2. Make it awesome
3. Go above and beyond and give them more than they asked for (if you have time)
So instead of making this one small temple in the jungle I made this big temple complex in the jungle. Same style and such but I didnt make the concept image because I thought it would be cooler to show I could go beyond just this single concept image and make it different but still the same theme and style as what they wanted.
They sent it back to me after I turned it in and basically in red drew the concept on top of my test. They said they loved what I did but they want to see the concept they sent me. They said dont copy it exactly but make the concept we sent you.
Bottom line, make the concept they sent you but add your personal details to it to make it stand out. Don't change it from the concept they give you because that concept is what they want. Even if they say you can.
They use the concept as a benchmark to judge your and everyone elses work. Its like, ok everyone has the same concept, so we can really see how each artists stacks up doing the same thing,
I'm a bit sceptical about 3. I hire people and I want artists to stick to specs. If you give me more - in a real production setting - than asked, you're wasting time and money. For an art test, give it extra polish and go the extra mile, but stick to the specs! People who can't stick to specs usually mean problems + extra work for whoever manages them.
except... if the "extras" are so absofuckinglutely awesome that they'll net you so many bonus points, that nobody in their right mind can ignore them
I'd definitely try to loot out with the recruiter what it is they are looking for. Accuracy? Creativity? How much feedom do you have in interpretation of the test?
If you have to be exact, limit your "extras" to good craftsmanship. Center on 0/0/0, use proper names for objects, group and organize items in your scene. Make it look neat. Name your files properly. But I would stop there, unless given more freedom.
Thanks a lot for the feedback guys, I'll let you know how it goes
At the end of the test, all companies want to see results from (Your test) as though they were the results of one of their own hired artists being assigned this task. If not, someone more amazing who did things they didn't think of doing. It's that simple.
Do anything below those expectations (they have) then you will be put aside to that ignore pile.
Solution: Research who works under the positions you are testing for. See their portfolios and observe what makes their work (work!). Figure out what made these persons hire-able beyond being friendly and easy to work with. Analyze their work, and put yours beside theirs.
Good Luck!
I was going to make this dude more stylized rather than closely match the reference (I think I had a cool idea), but thought better of it.
Anyway, glad they let me try at least.
EDIT: Remove images
First thing that hit be is that both eyes aren't looking in the same direction or one eyeball is slightly higher. That's a big "oops!"
I did just about recognise it as Ryan Gosling. Right?
Just out of curiosity, how much time did they give you? And how finished was the end result? i.e. texturing, making sure its in engine, etc.
Use your own interpretation of the instructions as best you can. A lot of the times, studios are looking for a particular mind set from the get go of how someone make art. The way a lot of art tests are given out I'm not a fan of personally.
You can make the character look awesome in either way you described it. I'd come up with the best ideas I could of how to stylize the character and make it look great and then ask myself if it fits in line with their requirements.
I'd advice not doing this. Presentation does count but all these bits of animating or making props is a waste of time I think. Just focus on good rendering and lighting for the the final.
Basically, I thought that might be what I was being tested on - whether or not someone would recognize the guy. And you're right about the eye, I thought it might look interesting having it be a little asymmetrical but it looks odd.
Do you remember their other thing about a certain franchise?
And just to err on the safe side, you did sign an NDA I'm assuming. Unless you got express permission, I'd take the image down and explicit mention of specific test guidelines until they give you an ok.
Thanks for that.