Hey guys, I've got a few questions about making assets that will be viewed via 3rd person camera as opposed to 1st person. As you would be able to tell from my portfolio, I've only really made assets for presentation purposes. I've just signed a contract to do some remote work for a studio, and I will be primarily be making weapons and assets for their upcoming 3rd person shooter game.
My questions are:
1. Are there any major things I should keep in mind when modeling for 3rd person games? or any tips/tricks you guys have picked up over the years that you use when modeling for 3rd person games?
2. Does this change the process of texturing/normal mapping, etc., greatly, being that you won't be seeing things as up close and personal?
3. I know enough not to ask, "what should my polycount be?" but I would like to know about how many fewer poly's there are per item. Say I'm making an asset that would normally be around 1500 polys, will that change drastically for 3rd person? Same goes for texture sizes.
This has the potential to be my "foot in the door" moment as far as getting into the industry goes, so any help is greatly appreciated.
Replies
I am going to watch this thread.
Well here's your answer! Simply ask them for their technical guidelines and asset creation "bible". If they hire contractors they should have all that ready for you.
@AlexLeighton excellent questions, I will definitely be asking them.
You say you're making a third person game but you don't mention what you're working on - environment vs character etc.
@Ghostscape In the original post I said I'll be making primarily weapons and environment assets.
Another thing to avoid are spiral staircases and excessive use of switchback staircases, it annoys players.
For a current-gen game you can easily go higher than 1500 triangles if you need to do so.
Generally you are going to want to be working in the correct units for the project.
is this for Unreal then? In Unreal Units, yes 96 units is about 6 feet tall.