Good luck to other PC'ers who were contacted randomly. Maybe this thread will help you out.
The game I could've been working on looked really interesting but it wasn't meant to be. Got the word back that they're going to pass for now. I won't name the company (Not even sure if I'm allowed to post this. If you're reading this and you're apart of said company I'll remove if requested.)
So I had to demonstrate the works...high poly, low poly, zbrush, a little bit of basic anatomy by making an arm, diffuse/spec/normal on the weapon done in 512x512 or 1024x256 and keep it under 2k tris all done in one week.
Anywho this was the concept provided...
This is what I ended up submitting...
Off the top of my head I was thinking maybe I should've mirrored the weapon to maximize UV space. And then the metals I could've put more time into.
As for the arm, maybe some skin striations/wrinkles, etc. That was secondary in the test and they didn't seem to imply they were looking for too much detail.
Anywho let me know what you guys think... Thanks.
edit: btw the marmoset shots were rendered with 2048x512, not the smaller 1024x256.
Replies
Nice Work by the way Keep on it!
It also feels like there's a lot of left over space on your texture sheets.
It also looks like you used an automated mesh optomizer on it, maybe not what they were looking for.
Uvs could have been mirrored and more minor details put into the texture:
-mold where the branches come over the metal
-some wear & tear on the metal handle, add some rust, dirt from someone holding it, etc.
-the "grooves for directing poison" look more like vines on yours. Maybe add a bit of overspill next to the grooves to make it look like some sort of liquid has actually gone through there
Try not to beat yourself up over too much though, it looks awesome
Don't feel too bad about not getting the gig, I recently got passed up for a position also, it was due to my experience level or lack there of not having worked on any major projects except Mass Effect 2 as QA, I'm sure I was competing against people with more than 2-3 titles under there belt.
A great thing to learn about these experiences is that people are interested in your work seeing as how they contacted you, if they weren't they would have never contacted you in the first place. All you have to do now is keep your head high and pump out some amazing art and maybe down the line they might contact you again.
That is what im doing and i recommend the same, You obviously have skill lets see if you have the commitment, pump out more awesome pieces and i am sure you'll get a lot more job offers!
Cheers,
Arman
But about your model, I cant see any issues. Everything seems pretty high quality and done RIGHT. They probably decided to hire one of the teams friends or something like that since everyone is hurting for a job. I would try and contact them and see if you can get a review from the Art Director or who ever is making the decisions over there, and just keep moving forward!
Good luck
is wondering why you didn't play with the uvs, straighten them out so the lines are vertical on the grip to help the aliasing, etc.
the shape of the actual blade on the hi-poly looks a bit odd, a bit pillowy where it suddenly becomes the blade edge...
overall, though, a good looking piece.
Keep at it!
also your use of uv space couldhave been used a lot better especialy the fact that its mapped non mirrored but the actual texture of the blade seems to be near exactly the same on both sides, if you have to map it unique, then make the texture different on both sides
Being nitpicky, the material definition between the wood and the metal blade could have been more distinctive. Maybe a gloss map would have been been good for it.
I like it all though, especially the arm sculpt. Sorry you didn't land the job, I know what that feels like. Good luck with future opportunities, hopefully there will be many
-Woog
Having skills and experience is great and all but it's also about who you know.
Onto the art test.
Looks far from failure, but the normals for the blade seems over done, I thought it was either rock or hard plastic. The spec may need a little tuning as well.
The grip itself could use a little variation in the metal color as well.
As much as it sucks, does seem like you have to know people, and seems most likely that someone else prolly knew someone there already... or they made the most badass polearm thing ever :P (maybe both?)
Anyway, cool stuff man. Got some practice out of it at least?
Think of it this way. All those dudes getting hired, they're going to get complacent sittin' on their butts getting paid, they wont be pushin' as hard to get better... Ok that's a flat out lie, but hey, you gotta come up with some kind of wild thoughts to get back in it! Seriously though your art's good, good enough to get you a job if you're at the right place in the right time, just gotta hang in there and keep up the arts.
The only thing that i can think of is the presentation....?
Maybe they wanted a clean model sheet instead of a bunch of screen-shots?
Most of your images are either cut off, or oddly framed. And the lighting in marmoset was a little less than amazing, but like I said, I wouldn't think that stuff should matter toooo much?
Anyways, this definitely isn't the case here, there are a bunch of us that have done this exact test. It's legit
+1 to this. Several first hand experiences just like it.
Anywho **smile** Thanks for all the compliments guys. I really appreciate it. Big confidence booster for me.
The art director went out of his way to talk to me...something a lot of other studios don't do. I'll refrain from mentioning anything further at this time as to not spoil the test for others who might be still be taking it. Once somebody is decided on I'll mention more and maybe others like Brad can post their take on the test in here.
I just wanted to mention they are a great group of people (I can say who it is now, Icarus Studios working on the Fallen Earth MMO) so it's nothing like what you mentioned Raymond. Very nice gents over there. Just wanted to clear that up.
also the amount of directional lighting your baking in could be the issue, this really depends on engine and style choice, but it could be that you added too much black from your AO shadows to the diffuse ( i preffer a little bit of darkening and quite a bit of saturation or dirt), and i dont see the need for adding directionality to it ( half the time it doubles the lighting on the model, half the time it fights against the RTL).
but it looks ace
p.s i would have left off the heavy scratching on the sides of the blade, its not there in the concept and the flat surfaces would have made a nice counterpoint to all the detail
Your work is good. Got no crits really.
I wonder about the concept though. It says fallen earth down in the corner. If you did the work for that studio then I think the case might be that you're to good for them or your artistic style doesn't mix well with them.
Also some of the waves around the rivets should be minimized and cleaned up. It's understandable but totally fixable. Sometimes your bake is a starting point not always the final result.
Looking at the screenshots of the game it might just be that your weapon is too high poly? If that's the polycount they asked for then that's ok but the screenshots seem to indicate something a lot lower poly.
And the first thing I thought is that the UV layout seems to have a lot of empty space. Mirroring the UVs, as others have suggested, would fix that.
interesting... can you explain more? left over hard edges that need smoothing from custom zbrushes?
Overall, I think your high-poly interpretation is fantastic, and your UV diffuse painting looks lovely. No real complaints there. The optimization for the low-poly could have been handled better, but that goes hand-in-hand with optimizing the UV map.
^.^
I would be careful about posting their private concept work in public.
You also indirectly indicated which company/project you did the arttest for
I know there is good amount of feedback to sift through on this thread, and I'm not calling you out, this is for anyone that doesn't really know the full history here as this goes back almost two months now.
I believe Junkie received permission to disclose who the company was as well as post their private concept work. In his original post back in December, he posted the concept art without the logo, and also commented that he was not going to mention who the art test was for. At that point, Junkie also indicated that he would remove all of the info and images if the company asked him to.
He updated his original post with their concept work including the company/game logo in January and responded with additional info when the thread was bumped a couple weeks later (see here).
Just so people don't think Junkie is totally out of line, he did take due caution in not disclosing any key information without their permission and the intent of removing it if he was asked to.
Again, no offense, this thread goes back a ways with a few edits here and there.
Junkie, how's those new HP models coming yo!?!
You dodged the bullet on this one, who knows why they passed, maybe they ran out of money.