[ QUOTE ] Incom asked me a couple of questions and it was late last night when I was reading them so I sort of braindumped a metric fuckton (thats more than an imperial fuckton) of text, and I figure some of it might be helpful. ---What style is your stuff in (Polycounts, texture sizes?). I can't talk about the project I'm…
Incom asked me a couple of questions and it was late last night when I was reading them so I sort of braindumped a metric fuckton (thats more than an imperial fuckton) of text, and I figure some of it might be helpful. ---What style is your stuff in (Polycounts, texture sizes?). I can't talk about the project I'm working…
I honestly don't think a company should base a decision of an art test and if they do it should be a set theme or a good example and not be so open ended and leave it to the artist to decide. If it's a test shouldn't it be kinda standardized so you can compare it against others? I know Concretes art test is the same for…
What are the parameters of some of the Art Tests you have taken, or given, in the industry? -I've only had one art test, which was for Hi-Rez Studios of which I've been a part for about 8 months now:D The constraints of my art test were that I needed to use no more than 8 512x512 textures, (or one large 2048), and that…
I just got a job as a prop/weapon artist without ever having to take an art test. One of the things that they told me was that tests were usually given to people that had weak/uneven portfolios to ensure that the person could quickly produce an example asset within a certain time frame, and that the one or two good pieces…
Generally an art test is just an accurate representation of the type of work that you will do on the job regularly. The only art test that I've had to do was a very short one, about an hour during which I had to create two terrain textures from several different photos, and make sure the two final textures were color…
We've had to set up a test recently for the character artist position we need to fill. I can't post it, but it was basically model a 650 triangle character head with a color, normal and specular map. We provide a black and white piece of concept Art. The suggested time limit was 16 hours, but of course there's no true way…