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theANMATOR

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About theANMATOR

  • Rank
    Newbie

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  • Role
    3D Animator
  • Interests
    Art
    Business
    Design
    DevOps
  1. theANMATOR

    I can't find an artist, why?

    What I mean here is - voxel engines are a dime a dozen. Any artist could use a drag/drop/wiswig editor to make anything they want. They don't really need to sign onto a project with a manager who will dictate what they can do and what they can't. Sure - that is understandable and expected - most engines have some input that artists need to use in order to put the content into the world. What I mean here is - let them create art with which ever art package they prefer. Making an artist use blender will reduce the number of artists that will want to assist. You didn't state this - I'm just saying - any artist should be allowed to use whichever content creation tool they want. It falls on you to give them direction on how to confirm to importing into your engine, and setting up the assets. It's a little against terms/service - but there are a lot of artists floating around in the unreal & unity forums. I worked on several projects that weren't in those engines - but was 'recruited' through those forums. Might consider looking into those places, but exclude the engine details about your project in the job listings. Most artists don't really care much - which engine the game runs in.
  2. theANMATOR

    I can't find an artist, why?

    This - the only artists you will attract with the rev. share approach are rookie artists who just want some portfolio examples. But here's the thing - an artist can create voxel art without you. It is plainly - one of the most simple things to create in 3D, so why have a project manager type person (you), when the artist can do whatever he wants on his own. As stated above - voxel art is quite easy and from the artist perspective - quite boring to create. Even creating animations for voxel art is boring. This is a good suggestion. Consider advertising for 1st year artists, and allow the artist to use whatever software he is comfortable using. All art packages can export the needed files png/tga/obj/3ds/fbx/etc so don't limit the tools the artist can use. You might also consider looking for two 1st year artists, one for texture work and the other for animations. Most rookie artists aren't particularly good in multiple areas. They might be a great skinner/texture artist, but marginal at best creating animations, and vis-versa. Look to bring on two artists - one for skinning/texturing and one for rigging/animation. The animations can be created with untextured art, so the process isn't linear, if you get a rookie animator - put him to work and later get the textures applied when you find a texture painter. Hope this helps.
  3. I think this may be my first post here so if so - Hello to all.   I'd like to add a couple points which are relevant to the discussion. Background - I've been working in 3D since 2001. I've been a (paid) freelance animator since 2008 and before that I participated in several mods and total conversions.   I have a couple assets currently in the submission process for the Unity asset store and one which I put up last year.   One point I'd like to make is - most 3D assets on the Unity asset store are created by developers who have at the very least, a working knowledge of how Unity handles those assets. 3D model development has it's standard workflows modeling, sculpting, UV, retopo, texture, material setup, rig, skin, and animate. But developing an asset for a specific game engine requires the artist to know how the game engine handles those specific assets. This is especially true when dealing with complex assets - such as fully rigged, and animated characters. 3D creation is only half the equation. If an asset doesn't work as intended in the engine, the community will not use the asset and will let other developers know the asset isn't top quality.   Slapping a character onto a animation rig and skinning it up, creating a couple animations without knowing the specific game engine character setup process, is a reciepe for failure - and a lot of wasted work.   Unity 5 has PBR lighting and shaders. PBR lighting and shaders/materials have a different texture setup than the common diffuse, spec, normal, texture game development process of Unity 4 and other engines.   The second point I'd like to make is - it's probably best not to expect to earn any money on any asset store, simply because the people who are earning money creating 3D assets for asset stores are professional 3D artists, modelers, texture artists, animators and fx artists. There stuff is top knotch work and they are rewarded by the community with purchases. There are a lot of assets created by less experienced 3D artists but they are usually denied through the submission. If they do make it through the submission process there assets don't sell as well as the professional assets, simply because - a good game developer can tell the difference in quality of assets.   It takes time to become a quality 3D artist. Don't give up. If you want to create assets for a particular game engine, I'd suggest learning how the engine works with specific assets, how the lighting engine works, and how the character pipeline works.   On the Unity asset store - it isn't against the rules to give your assets away for free. The one asset I have on the store is available for anybody who wants to use it for free. I wanted to give something back to the community for allowing me to use a kick butt game engine for free! My asset is a standard prop asset - with built in LOD, high resolution textures, and texture variants. It has been downloaded approximately 30 times per month for nearly a year. If I had placed a 1 dollar price on the asset - I maybe would of made 360 dollars, but whos to know if it would of been downloaded 30 times per month.   Don't forget - giving away a nice asset for free is a very good advertising mecanism for future (better) assets that you can put a price on.   Good luck.
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