Me and a co-artist at work were having a discussion about how much refinement you need to put into your model sheets. The title is an analogy I brought up to say what I think on the matter....since we both come from comic book backgrounds. He's a dedicated 2D guy, so his model sheets are neatly rendered, down to the fibers…
Orthos shouldn't be necessary for a modeler. They rather limit you to something that might not look good in 3D. I'd go further and say that only a bad modeler needs elaborate sheets. I actually like the loose concepts as it gives you more freedom as modeler/skinner. A decent concept artist will either make quick separate…
In mah opinion, the concept artist who can say "here, build exactly this; it's all there, so it's unnecessary for you to diverge", and the modeler who will answer "right-o", are of great benefit to a project. It's woefully restrictive but also disgustingly efficient. Show him exactly what to build, and he'll be handing a…
that's interesting to hear daz, orthos are one thing we both (me any my co-worker) agreed on to be essential..but i guess that's down to the modeler not being comfortable with fixing proportions in the viewport. it's also interesting to hear how iain gets things done.. heh noserider you said it pretty well, there is a gap…
[ QUOTE ] Generally our guys get handed a fairly loose colour concept. A posed 3/4 view that our AD and EP has signed off on. Generally that's what they ( and I ) have to model from. [/ QUOTE ] Yeah, I've never understood that, since basically you're using a linear medium, polygonal modeling, and you're trying to model…
Well, I dont think there are any rules laid down. It seems to be entirely down to the culture practised where you work. I personally have very rarely worked in an environment that even has neatly drawn out model sheets like that. I've just not experienced it much. Generally our guys get handed a fairly loose colour…