Dear Polycount dudes and dudettes,
I am currently trying to find my way into the industry as a look-dev artist and for my next project I would like to pick an object and try to match it as closely as possible to the real-world references. My struggle is that I am not sure what object to pick, that will have a decent amount of detail and contain more than a shiny piece of metal. For this reason I was wondering if you guys have any suggestions (photo references would be amazing)!
What would you like to see, what do you consider challenging and interesting in the same time? So far I have been researching a lot and the closest I have got to something interesting is an old film camera, but it kind of makes me feel that it's an overused object that people include in their reels and I would like to try something different.
Thank you for your time ! I am waiting for your suggestions !
Replies
First time I heard the term.
So basically, they are the ones taking a grey model (as the one you get after you finish modelling it) and you make it look photo real, cartoony or whatever the requirement is for the project. It is not that popular in games ( I never heard about lookdev artists in games industry), but is a quite popular department for films:D! I hope that is a decent explanation!
https://vimeo.com/260618241
The photo real still life renders I think in my opinion convey an overall classical painterly quality, which initially piqued my interest since I've a penchant for Baroque and Renaissance Italianate period art/architecture. So other than a prop per se, my thought is perhaps challenge yourself further with a broader variance in material, shading and lighting techniques by tackling a partial or fully fledged interior of a similarly aligned historical setting?
Example Refs
The best exemple are the asset from Think tank School,
I belive it's perfect to find a job as a surfacing artist,
Cheers!
My job as a Senior/Lead Lighting Artist is spent doing look development for systems and level content on a regular basis. I work together with concept, design, and the Art Director all day, every day, on developing a vision that works for all parts of our team. I do not spend my entire day dropping in light game objects and pushing sliders for color correction, it ends up actually being a minority of my daily routine.