This is the work of the last half year. Was working on it form time to time and now I have to put it online.. to call it finished somehow.. at least the art-material
I´m not posting every picture.. mainly bc i´ve already posted them here.. if someone hasn´t seen them yet or wants to look at them again I´ll provide the corresponding links to my portfolio page
so here we go
Splash Damage Art Test
this was the first time playing around with the UED3, so I might not have found out all the tricks yet.
More pictures of the porps can be found
here
VOX Testmodel
LowPoly
Info about the shader ->
here
VeryLowPoly
link to:
wire and texture of background scene
More pictures can be found
here
so enough for now
Replies
that's a hell of an art test.
-Woog
but remeber, this arttest is way out of the time-limit you normaly have.. it´s more "based on" then actually "be" an arttest
did you get a reply from that art-test, looks very complete.
Are you saying you took longer than they give you for the art test?
How long did that take?
It looks totally aces, btw.
dehebo: I´ve not submitted anything.
Ghostscape: if you look at their arttest-page you see they give you no timelimit at all but normally you get one
the scene has more polys then allowed and it took me.. hmm between 3 and 4 weeks?! no idear..
it would be unfair to compete with others who are working on this test within the limits.. thats what I wanted to say
btw.. i´ve forgotten to post this pic.. I´m still realy impressed how much more I like normalmapped stuff if it´s using some cartoony shader.. bit like handpainted but in 3d and realtime.. maybe thats a reason why so many studios switch to a cartoon look?!
.
about this test, I always found it was screaming "build me and extend me", as in it's a modular piece concept and the expectation was more or less that the applicant would do what you did and use the concept as a base to create a modular set and make a bigger scene out of this, I'm probably wrong tho, but if I had to take it I'd have done exactly the same thing you did, even if I had to double the polycount (but keep the polycount of the concepted part under the imposed limit) and if it took me a month...
vahl.. its realtime..
all i´ve done in ps is contrast/sharpen/tiny bit level shifting
You can play around with the shader if you want.. it´s on my portfolio
:: Info Shader ::
congrats, man!