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Ok to use UDK assets to help put portfolio piece in an environment?

polycounter lvl 8
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snow polycounter lvl 8
Hi all,

I just finished an entire tent environment, including props inside the tent and exterior. I'm building it in UDK at the moment, and it looks far better(obviously) when I put it in a proper environment, and by environment, I mean just stacking some rocks up at the back (UDK assets) and putting in a skydome.

Is this fine to do for just some final renders in a portfolio piece given that I would clearly state that X pieces of the environment were produced and owned by Unreal? Or is this a bad thing to do?

Thanks in advance.

Replies

  • Progg
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    Progg polycounter lvl 11
    To be honest I would never include models and assets from the actual game itself along with my work unless I was doing something like level design. But that's not to say it's a bad thing. I think it is generally frowned upon, but then again that is my own personal opinion. It might be even better practice for you to build those rocks yourself. Take what you like about them and recreate them.. (not exactly) so you kill 2 birds with one stone. More work for you but all of your original assets.
  • Serp
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    Serp polycounter lvl 17
    Yeah, either mention that the rocks and skydome texture are from UDK. or make your own. Because in the interview they may point them out.
  • Mark Dygert
    If you're going for a level layout artist position (lighting, scripting, laying out other artists assets along with your own) then it probably won't matter too much. Keep in mind those are normally 2nd tier jobs people work their way up into.

    If you're looking at modeling positions then yea you should do it all on your own like progg suggested.

    This isn't a case where you don't have access to the original content you worked on. You have full control over the scene. When you don't, doing something like what Josh Stubbles did with his Forza3 stuff, handles it pretty well. http://www.ivassago.com/

    Honestly, their assets should look like crap next to your stuff. Because they're hard at work right now, making their past stuff look like crap. That's the bar you need to hit. You're looking to make their next game not the game they worked on 2-3 years ago. Hit the ground running, not being dragged behind hoping to catch up.

    Be honest with your abilities even if that means you don't get the job. It's better to try again as an honest man, than be fired as a disgrace. Don't be so blinded by trying to get in that you end up burning yourself in the process...
  • Shogun3d
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    Shogun3d polycounter lvl 12
    Don't do it. Just make your own, they will take you as serious as you are with your own work. Even if it's a simple environment to showcase your work, spend the extra time and effort in creating a mini-scene if need be. It will be well worth it.
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