Hi. I'm learning 3D art and I wonder how 3D artists and their clients usually negotiate the fidelity of the assets.
Let's say I'm searching for a 3D artist who will create some game assets for me. For example, I need a game-ready asset of a gun. I expect it to have some minimum level of fidelity. How would I describe this level?
I would probably try to describe it with some of these statements:
- I want an asset to have like 8,000-12,000 triangles.
- I want it to have one 2K texture.
- It should look good when the gun is rendered on a 1000×1000 pixel image (no visible shading artifacts, the silhouette doesn't look too low poly etc.).
- Show some references and say "It should be this good".
WDYT does it makes sense? Please share your thoughts. Or maybe you can share an example of a good specification that is provided to the artist?
Replies
Texture wise - most of the asset should have a uniform texel density, with the exception of hidden/not very commonly seen areas being shrunk down to increase resolution. There shouldn't be any hint of low-res/blurriness. Again - 2k is arbitrary here, as some assets can look great with a 1024 or 512 (if small enough in size). Most artists will abuse overlapping/symmetrical UVs to maximize their UV space for crisp textures.
And that is easy. If they give you a 2k map, just reduce its size and if you can't tell a difference, great, go with the smaller texture. Same thing with geometry, just see if you can delete loops.
A more experienced artist will do that sort of stuff before delivery, a less experienced one might need more pedantic instructions. Some things should just be obvious - like if you need a small prop to work as clutter in a top down game, and they have three materials used for this...they are just a knucklehead and you'll have to say more specific instructions like, "max one material."
But it's better not to shoehorn from the onset because a million things change and consolidating the art assets is the easier part of game dev - so it makes sense then to let them be oversized and modular until you really know where the bottlenecks in your project are.
the thing that most artists seem to struggle with is that polycount is entirely dependent on view distance - I'm constantly asked what the triangle budget is for assets and the answer is simply - as many as you need for it to look good at the distance you see it from.
the advice above about not having geometry you don't need is entirely valid - whether you need it or not is determined by how many pixels it covers on screen