Hello Folks. I'm a relative newcomer to PC. Over the last half year or so, I've been learning Game Environment art like mad and I've come to a point where I'm getting a feeling that I could try to shoot for jobs, yet I can see that my work isn't the cream of the crop.
So I created a portfolio a ways back, and started adding things to it and I would love it everyone here could take a look at it and give me critique on;
1) The site itself,
2) The site's content,
3) Am I ready to start applying for Prop Art jobs?
I would appreciate
any input, and advice that I can get.
Here's the link to my site:
Replies
You need to work on stuff that is actually cool and looks difficult to make. Find some concepts that make you go 'wow', and make that. Basically, everything in your portfolio is merely ok, when it needs to impress people.
Also...
This is just a pet peeve of mine...
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EDIT* just saw Rhinokeys post. so yeah, kill ortho views. :poly136:
It's just a domain that I own.
Aah great, you're the second person that has mentioned my usage of orthos. I've been spending my time as a 3D generalist (hobby, I did everything except game art )of sorts where orthos are liked because they show things better than perspective. But it seems that's highly frowned upon in game art so I'd better change that I guess.
Firstly, these are in game, no, don't look at me like that, I do know what I'm talking about.
Secondly, i've heard it said countless times that one should never ever render anything but the HP models for a game art portfolio.
Its mostly evident in the house and Cannon dude.
I say render from modeling program cause it didnt even look like you were rendering some of your models and it surely didnt look like it was rendered in a ingame engine. Hence why I said, the very least, render it in the modeling program properly.
Also, depending on what you're going for (props artist as stated) you need to get a little bit more informed about modern gaming workflow. About texture sizes, tri counts, which textures to use, etc. In blender, as a rendering software, you have unlimited texture slots, but in a game, having a seperate AO map will be one more texture that engine will have to load and draw. Thats why its almost always multiplied over the diffuse texture on the texture level.
All that being said, you have a good start. Maybe try downloading UDK (its free) and start getting your props in there. That will give you a good idea of modern gaming workflow, and make some sweet as props for your portfolio.
You've come to a good place to help you on your way, but remember, anything we say is just trying to help. Were not trying to be offensive. Part of being a game artist is the ability to take constructive crits, and apply them (or not) to your own workflow.
Good luck!
I'm not familiar with Blender, but you can get the count in tris or at least triangulate the mesh and get the face count.
[edit]Ok, that's something I'm confused about now. Do I actually need to triangulate the mesh? Or do I just need to give the tri count?
No, you dont need to triangulate the mesh. Engines typically do that on export any way. UNLESS your software would triangulate it differently on a normal map bake. Then you'll want to do it when you bake JUST to make sure.
150 tris is 150 tris...150 quads is 300 tris. When modeling your low poly you want to keep an eye on tri count not quad count. This doesn't mean model in triangles. Just remember that one quad is made up of 2 triangles. You might not actually see the triangles but they're there.
You don't have to triangulate your mesh, but I think most game engines read triangles only. For example you can export a none-traingulated mesh into UDK but when you view the wireframe in UDK it's all triangles.
I don't know how blender works but in 3ds max we have the option to read how many tris, quads and verts our models have without having to do anything to them.
I'm thinking that I should be creating a scene now so that I can also sell myself as an environment artist. We'll see how that goes.