PLEASE READ DETAILS BELOW- All levels of art skills and experience welcome. This is an opportunity for students and unemployed game artists to hone their skills.
There seem to be a number of folks on this forum needing career
advice and portfolio assistance, as well as skills testing. So I was thinking
maybe we work as a team and create a quality game asset together. Each artist
will take on the process of (1) prop or part of the asset. You'll work through
all phases of the production from model, sculpt, retop, uv, map bakes, final
texture. Each stage of the production we'll all share our workflow methods,
settings and what worked well and what didn't.
The Goal:
·
To create an industry quality game asset.
·
Understand the general workflow
·
Work as a team
·
Share tips and techniques
The Process:
·
Base mesh modeling in any 3D package
·
Digital sculpted detail
·
retopology/optimized mesh
·
UV layout
·
Map baking & Texturing
The Tools:
·
3D modeling (OBJ format)- Maya or Max
(preferred)
·
ZBrush (preferred)
·
Topogun, 3DCoat, other
·
any UV tool
·
Quixel , Substance Painter or Photoshop
This will be a good learning experience for all involved. If
you decide to join in please understand you will be responsible for doing all
the work necessary for your prop or part. It's also necessary to have good time
management and no excuses for not meeting deadlines. Deadlines are the most
important part of working on a production team!
Replies
There seem to be a number of folks on this forum needing career advice and portfolio assistance, as well as skills testing. So I was thinking maybe we work as a team and create a quality game asset together. Each artist will take on the process of (1) prop or part of the asset. You'll work through all phases of the production from model, sculpt, retop, uv, map bakes, final texture. Each stage of the production we'll all share our workflow methods, settings and what worked well and what didn't.
The Goal:
· To create an industry quality game asset.
· Understand the general workflow
· Work as a team
· Share tips and techniques
The Process:
· Base mesh modeling in any 3D package
· Digital sculpted detail
· retopology/optimized mesh
· UV layout
· Map baking & Texturing
The Tools:
· 3D modeling (OBJ format)- Maya or Max (preferred)
· ZBrush (preferred)
· Topogun, 3DCoat, other
· any UV tool
· Quixel , Substance Painter or Photoshop
This will be a good learning experience for all involved. If you decide to join in please understand you will be responsible for doing all the work necessary for your prop or part. It's also necessary to have good time management and no excuses for not meeting deadlines. Deadlines are the most important part of working on a production team!
-Michael Ingrassia