Hi. I'm learning 3D art and I wonder how 3D artists and their clients usually negotiate the fidelity of the assets. Let's say I'm searching for a 3D artist who will create some game assets for me. For example, I need a game-ready asset of a gun. I expect it to have some minimum level of fidelity. How would I describe this…
agreeing with kannid, in general it is easier to get a first draft artwork produced first, then review it and see how it can be improved (both technically and artistically.) And that is easy. If they give you a 2k map, just reduce its size and if you can't tell a difference, great, go with the smaller texture. Same thing…
@Kanni3d is it common to have maximum triangles amount in asset specification? I understand that sometimes an additional 20% of triangles can make the model look much better but still probably there should be some target tris count (maybe +/- 10%) otherwise something that in artists' opinion is low poly might appear mid…
your reference point of a 1000x1000 pixel image is really useful. the thing that most artists seem to struggle with is that polycount is entirely dependent on view distance - I'm constantly asked what the triangle budget is for assets and the answer is simply - as many as you need for it to look good at the distance you…
It's more of a "soft limit". Assuming this is for current/next gen hardware and platforms, geometry really doesn't matter too much. This soft limit can simply be like "ok wow this asset is 40,000 triangles.....pretty sure this can look identical at 20,000 triangles given its scale + amt of details". Nowadays, just make…
Geometry wise - as long as silhouette is established and there are no visually faceted looking areas should be your rule of thumb. Within reason, the 8k-12k budget is arbitrary, as all assets are different. That 12k limit may work for one asset, but what if another asset is much more organic with tubes, pipes and cables?…