Hey everyone,
This is my first post here and I thought I would share with you something I made at the very end of last year. I haven't quite finished the video editing and such yet, but I'd like to get your takes on it. The entire scene is 17k polys - A little high as it was my first attempt to make anything run in real time and I had a lot of learning to do.
Done in XSI 7.0, rendered with Mental Ray, but all of it is prepared to be put into game engine.
http://vimeo.com/2768332
Click the link to watch the video! Please give me some critiques!
Tanner
Replies
These mental ray renders can even spoil some of your chances to get hired in my opinion. Employers want artists who know how to put their stuff ingame and know about technical constraints, that´s what a game artist basically does. 17k for this little scene is really over the top too... you should consider reducing the poly count drastically.
What I´m trying to say is... just because modern engines support huge res textures and high poly counts that´s not an excuse to waste resources. A game artist needs to be versatile and able to assess how much resources he can spend on each asset - so use only the necessary to convey your message and nothing more *just* because you can.
But good stuff you are doing your best to improve your skills and learn new stuff, your effort will pay off in the end Keep it up!
Also, is this an art test? It looks somewhat familiar to me, but I'm not sure where I saw it.
Doesn't that building look weird in the desert? Especially with those props around and graffiti on it?
I have some questions.. When is it OK to use unique UV'd textures on objects? I can work with tiles and decals, but I'm never sure when exactly I should use either method. Working on games is all I've ever wanted to do in my life and I am willing to do whatever it takes to get there. This was my first attempt at anything real time like I said, and I'm pretty proud of it. It was all unwrapped unique and painted in photoshop, but I know that's never how a game would go about something like this. I just want to know what I need to be teaching myself to be a relevant artist in the ever growing and ever accelerating world of game art. I read all of the guides here and follow along anxiously to learn techniques. I'm still stumped when it comes to putting stuff into a game engine.
I know you're right. My next stuff will all be in game engine, there's no point to fighting with a proper rendering engine if it is an irrelevant skill.
If there's one piece of advice you could give me for portfolio or demo reel pieces what would it be?
edit-just saw your recent post- and something like rage may let you do this peice uniquely uv'd but id say rage is deffinatly not the norm in the industry where tiled blended and component based construction is king, even rage environments start as traditionally tiled etc, then the unique stuff is applied over that base, painting a 32km sq9or whatever) with every pixel unique is not really practical
http://www.hourences.com/book/tutorialsindex.htm
Not really, opinion varies but most people don't deviate far from the truth. The major point really is that mental ray/vray and other photon lighting render systems will be involved in the production of textures and texture effects but the actual lighting in a game engine scene will not involve these. So if you want a job in the industry you have to proove that you can make this scene look good using a standard renderer and basic lighting.
The power lines could use a bit more polygons in there.
Here's a link that will also help you get started, I collected tons of stuff while doing my climb up the ladder as well.
Environment Modeling FAQ & Resources MEGATHREAD
http://boards.polycount.net/showthread.php?t=53002