I've recently received an art test for an environment. I'm curious as to what would be the right way of doing things such as vegetation(mainly grass and small plants).
The test is not of a nature scene or a forest where vegetation is the main component of it, but there is a bit of grass and such and I'm wondering if it would be fine to use an already made asset (unreal preset, megascans or whatever) instead of doing it myself from scratch.
Of course I've already asked the "tester" but I'm wondering if there is an obvious expected solution to this or if it really depends on the studio/scene/workflow...
I'm asking because I've never actually tackled vegetation from scratch, and I doubt creating vegetation assets could be expected knowledge from looking at my portfolio...
Replies
Prioritize accomplishing the goal. Making games is a business, and business is war. There is no rules.
If its realistic style and you need to make a whole scene, and it wasn't explicitly stated what sort of assets you can/can't use, I'd use megascans for any stuff like that so that you can spend more time focusing on the big picture - making a scene that is impressive.
If at the end they say that they had some arbitrary rules you had to follow and you broke them, it is fault of the test giver to fail to clearly express rules of the test.
Just wanted to make sure in case there is an obvious no-go (or must go) zone when it comes to foliage and such as this is new for me.
For me it really depended on what the job description was (world builder), and what type of games they had done already (iso 3d adventure games).
Result that got me the job:
http://ericchadwick.com/img/custommap.html
And the kind of work I ended up doing:
http://ericchadwick.com/img/mmo_worldbuilding.html
and also
Hopefully a real-world example like this can help you.
It's a prop/environment artist position in the end so it makes sense to test composition as well as asset creation skills.
Thanks for the input, hopefully I'll be able to present something decent. I may or may not have gone overkill on a few assets that have taken way more time than I'd like...