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Member Since 06 Sep 2011
Offline Last Active Feb 04 2017 06:48 PM

Posts I've Made

In Topic: High poly finished in Zbrush - What's next?

22 January 2015 - 04:04 PM

Alright. So. You want to use the "Decimation Master" tool,  though make sure you have an iteration of your final sculpt saved off first.


This tool decreases the polycount of a subtool, while keeping the shape as best it can. Don't go too low, but you should be able to decrease everything to a few thousand polys each instead of millions. Use those to import into blender for retopo, but still bake from the pieces in the detailed final sculpt file.


Zbrush has retopo tools, but they're kind of questionable at best.


If you need more advice, this forum can be really helpful but sometimes the art sections are a little quiet.

Try asking at Polycount for advice that's program specific, there's just more traffic that actually uses niche tools for game artists in their workflow.

It's a great resource in general and for networking as a 3D artist, too.


Good luck, hope this can help.

In Topic: Looking for an artist

04 October 2014 - 03:40 PM

Hey Eggmaster,


There's something that you'll learn, and probably very quickly... No one wants to work like they're being paid on only the promise of money after the game is released.

That's not so much that people inherently don't have faith in an idea (though sometimes that's the case), more that anyone who's been in the development scene for a while knows that so many games just don't get off the ground, no matter how hard working or good or independant the team is.


You also have to remember that you're not offering an amazing experience and resume piece to people, they're offering to help you get out of having poor art on your project. And that's fine, but don't act as if it's anything else.


That may sound negative, but it's just how it is for the former and how it comes across for the latter.



Being more positive about this, the way to fix this is simply saying "No payment". It prevents you seeming unreliable, or at fault if the game flops or never gets released, and it prevents you being able to take advantage of the artists by spouting bullhockey about higher pay in the future or whatever (though you sound like you wouldn't anyways, but try to think of it from the perspective of the person working for free). Also less legal documents and contracts this way! Which you should definitely be writing up if you're serious. ;)


Additionally, you can't recruit here-- Go post over at http://www.gamedev.net/classifieds/category/5-hobbyist-projects/. Yes, hobbyist. I know you have the desire to get it out commercially, but you're also not paying.

Probably also a good idea to go over the vague ideas in the game to make any artists willing to devote their time more interested in picking it up as sort of a personal project. What genre is it? Do they have the freedom to develop the art style or do you already have something in mind and just can't draw it yourself? Isometric, sidescroller, top down...? They'll be more likely to look into if what you're describing sounds interesting to them, and like something they know they'll either have fun with or do without much time or hassle put into it.


Also would be nice if you could post your portfolio (this is my sly way of telling your to start making one now if you haven't) and/or previous games you've documented or progammed on. If you have a notable function, script or base for something you've done, show it, so the artists know you can follow through, and maybe even end up with a playable prototype with their art in it that they can show on their portfolios (that's a pretty good no-money payment, btw, as long as you can follow through).


Good luck, hope you can find some artists who'll help you out!

In Topic: A student who is stuck at the moment

01 September 2014 - 06:39 PM

Don't try to make yourself do what you clearly don't have any interest in doing for the sole purpose of "getting into the industry". If you want to work in a medium-sized to large team as an artist, you shouldn't ever be expected to code. In my current small team, we even work around my poor level design skills, I just can't tell you in good faith that all teams you work in will be that accommodating. ;)

Really though, if your passion is for sculpting rocks, focus on being the guy who's the best at sculpting rocks. If your passion is character design, focus on learning how to construct humans and create strong designs. You'll have more fun with it, and I feel that in the future your chances of getting a job will be much higher with those skills in your portfolio than with the skills of an unenthusiastic and stunted programmer.



3. Artist ? Well, there are lot of artist, I would say the majority of roles in the AAA industry are artists. There are lot of branches, like environment artist, character artists, animators. If you want to have professional feedback, seek out forums which are crowded with professional game artists like polycount and ask for feedback/help.

I agree with this. Seriously, post your work or worries in the appropriate subforum at Polycount. They're notoriously harsh, but it's all in good faith, and there are a lot of people in the industry who visit the P&P forums daily who can give you informed advice. Not to belittle dA, but it's a community that coddles it's users and doesn't promote professional growth very well. So now that you've decided where you want to go, I suggest packing your bags for a more constructive site for now and get ready to buckle down and work hard.


You need to look into the specifics of what job you want in the industry. The bigger side of the industry has a lot of specialists-- big teams have people who only clean up clothing scans in Zbrush, or people who do background characters, or people who do props like garbage and rocks. In that kind of environment, Knowing how to do everything isn't much of a bonus. You don't need to have amazing skills in Environment art, AND Character art, AND Creature art, AND Animals etc because unless you're in a tiny indie team chances are you won't be expected to do ALL those things.


And on the 2D side, you need to figure out if you want to be the guy who puts together the art they show to magazines, hang up around the office, and put on the box. That first "concept" art kinda guy, or the (more likely to be in house and not contracted) job of the guy who puts together art they'll use in production. Eg, actual sprites and props, or production art like orthographics and references for 3D artists, modular scene breakdowns and character breakdowns with good facial ref and reference for ethnicity, what the clothes are made out of, etc. There are more jobs to break that down into, even then. Drawing every day doesn't get you very far unless you have a goal, so I'd really think about that.




I know that I need to practice those but it can be hard without using references and even with those references its still hard to figure out the layout.

Wait, hold up. Use references. All the time. In fact, drawing from imagination at this point will actually get you next to nowhere. How do you expect to draw something accurately if you don't know how it works? You need to study the construction of anything before you draw it. This breaks it down nice and simple for people new to the idea:



But check the links below to find some higher level advice regarding it, both ctrl+Paint and FZDSchool really advocate for the use of a "mental library" of objects and shapes and such, and I'm all for it. It will help communicate your designs more effectively, too. In fact, you can apply this to the human form and animal form, and once you have a good libary of anatomical and function ref from that, you should be able to more effectively create creatures. It all feeds into each other; knwoing lots about the functions and implied "feel" of animal parts can feed into vehicle creation, and that can feed into armor and character design... so on. tongue.png


Some links:




http://www.polycount.com/forum/index.php ("general discussion" for your posts about general career path and artist doubt kinds of advice like this thread you've made here, the approprate "Pimping and Previews" subforum for threads on your portfolio, or a specific peice of art you want feedback on, or a project WIP thread. Check out other peoples threads, too, theres a lot of good advice around and lots of inspiration!)


Finally, it's alright to be shy, but try to break out a little. Polycount is pretty laid back (Well, most over there are just artists and art students, so I find it tends to feel quite homely), and if you post a lot and help some people you can do some minor networking there quite naturally as well. Try not to let your shyness get you down, and definitely don't think that you can't make it on your own. You're right that you need the opinions and advice of other people to really make some progress, but it's quite negative to say that without that help you just won't ever make it. Don't worry so much. smile.png


Bleh, I talk too much. Just keep it up, hey? And post your art! I'd like to see it.

In Topic: Raster art for beginners.(Tools,problems,tutorials)

28 August 2014 - 11:52 PM

Well, that guy already knew how to paint, so effectively (given enough time) they could paint in any program. smile.png It doesn't mean Krita is going to make you paint awesome, or even better than in GIMP, or Photoshop, or Painter, etc... Though, I'll say Krita is a much better program for painting than GIMP is out of the box. Since, y'know, it's not an image editor, it focuses more on the "painting" aspect.

I'll also say I prefer MyPaint to Krita on the free-open-source-painting-apps front, but I have a preference for the lightweight.

In Topic: Welcome your new Visual Arts forum moderator

28 August 2014 - 08:49 PM

Hey, congrats. :)