In a professional studio environment, What objective criteria would you use to grade a prop in a video game? Let's say it's a model of a chair, with a color texture map. If you had to assign a numbered grade to something, without using your opinion at all, how would you do it? How do you decide that a piece of art for a…
Dolemite; Art in general is tough to judge so you can not decide if your piece is done for the game or still needs somework. A good artist decides when his/her piece is done. It is based on your own observation as an artist, you decide if your art is good to pass on or not. If you are working on an art assigned to you, you…
+ What konstruct said Enough with the art is tough to judge and it is different for everybody mumbo jumbo. That shit does not really apply here. When creating pieces you go by more of a check list, Does this wireframe and the amounts of tri's go? (what can i improve vs time) Does this unwrap fit the needs and can i get…
Ok, everyone saying you can't quantify what makes art good or bad is right... but seriously get out, that is the laziest answer and you all know it. We make art as a job and it has to meet specifications. Game art has to utilize all the resources its alowed where it matters. There is a techical side to what we do and thats…
A prop could be judged in form and in function. 1. Does it meet all the visual requirements set out for it ( style, level of detail etc) 2. Does it meet all the technical requirement set out for it ( tri count, texture size, optimization etc) Try telling your lead that "art is subjective" when he/she asks you to change…
@ slipsius: Booooooooo If there are any shortcuts to be taken, were usually talking about environment art. The shortcuts that are okay to take, should be of a visual nature, and never a wasteful on the performance end. I feel like its totally necessary to take shortcuts on the visuals because of the sheer volume of work…
Wow, this is all really harsh! Hahaha. I hope newbies are still willing to get into games after this. well at the studios I've worked at the judging on the art was pretty much the same but there are somethings that i think people forgot. One, what style are you working in? Many times I've seen people put WAY too much…
And in a production environment, asset friendliness is another factor. i.e. could someone else pick up the model file and your textures and be able to easily edit them? Did you name your layers/objects/PS layers? How destructive/non-destructive was your workflow? Nothing worse than pulling up someone else's art to find…
when someone's done a really good drawing and coloured it in without going over any of the lines or anything, we like to give out gold stars. When an Artist collects five gold stars, he gets to hand out the crayons for a full month. really though, if this question is being asked cos it's being put into practice somewhere…