about feedback archives submissions

//loonygames://issue 2.10://painting on polygons://1, 2
switch to printer-friendly version

What's new today:

New!!!
The archives have been cleaned up, dead links fixed, and the printable versions restored! Also, don't miss the new comments on the main page!

Livin' With The Sims
theAntiELVIS explores the wild and wacky world that is Will Wright's The Sims, asking the inevitable quesiton, "is The Sims the first step toward a virtual life where everyone is Swedish?"

Pixel Obscura
Josh Vasquez on Omikron: The Nomad Soul.

Real Life
Check out our newest comic strip, Real Life! Updated daily!

User Friendly
Updated daily!


Random Feature:

Put a Little Love in Your Pocket!: Trying to understand Pokemon? Our loony editor got to the bottom of the GameBoy phenomenon.


Search the Archives!

Painting on Polygons:
Q&A

By Rick "Flatness" Grossenbacher
Vol. 2, Issue 10
February 3, 2000

 

QUESTION by Billynose ([email protected]) about getting into the industry:

I’m currently working on a show-reel of my work, but I was wondering what type of work impresses potential employers? Should I be doing Low poly meshes...and if so how many faces...Should I include a collection of texture tiles? Or would actual full scenes be more worth while?

ANSWER:

This is a tough question to answer, actually because it depends on what kind of job you are going for. If you are going for a 3-D modeling position you will definitely want to include some low-poly work. Since technology is advancing all the time, the number of polys in a mesh that a game can handle is growing too. So, one way you might want to approach it is by doing a model with a high poly count, medium poly count and low poly count. This will show that you are versatile in all areas. As far at the actually number for a low poly count, you might want to keep it somewhere around 300-800 polys. Again, this really depends on what the model is that you are making. If you are making a model of a car, then it is significantly less than if you are making a boss character or something complex.

If you are just going for a texture artist position, then low-poly modeling might not be the skill they are looking for (although if you are good at it, I wouldn’t hesitate to show an example or two in your portfolio). A collection of textures is always good -- that’s what I did for my portfolio. But I also included 3-D rendered scenes with my textures on them too.

 

QUESTION by Angus "froofy" McCann ([email protected]) about color art:

For color art in games, what medium is usually used? Is it painting, digital tablet, or pencil sketch and color added after it is scanned? The reason I ask is that I have little experience with color.

ANSWER:

Really all kinds of mediums are used for color art in games. All of the above that you mentioned. I’ve seen people scan in acrylic paintings and use them for backgrounds in games. Usually though, almost every piece of art that is scanned in needs some level of clean up in Photoshop. For things like textures, the majority of it comes from working in Photoshop or Painter using the plain old mouse or drawing (digital) tablet. If it is concept art, then a lot of the time people do pencil drawings which are scanned in and color is added over top in Photoshop. They don’t necessarily add the color straight over the pencil lines but many times use the pencil lines as a separate layer that they can see at the bottom as a guide. It’s really up the artist’s own style, however.

By the way, Angus, I will be getting to your critique you sent in on the next issue of Painting on Polygons. That also goes for Orlin too. Orlin, I apologize that it has been so long since you first submitted and I haven’t posted it yet.

I want to say thank you to everyone who sent in questions. It’s nice to know that my advice has been helpful. Thanks.

 

- Rick "Flatness" Grossenbacher works on Gameboy Color games for Vicarious Visions.

 

<<Prev


about feedback archives submissions
loonygames

Credits: Illustration © 2000 Dan Zalkus. Painting on Polygons is © 2000 Rick Grossenbacher. All other content is © 2000 loonyboi productions. Unauthorized reproduction is prohibited, you cartoonish villian, you.