Posts tagged work-in-progress

vArt Test – RFG Character

Here is my work-in-progress from a Volition Character Artist test that we abandoned some time ago as it has proven to take too much time for the applicant to complete to a quality result.  It looked like fun and I wanted to validate the findings myself.

The basic approach I took was starting from scratch with a box in 3dsmax and then leveraging the Graphite modeling tools to build the base mesh for sculpting and possibly for the final result as it was weighing in at around 9k polys.  I left the test at the point of doing a gross Zbrush pass on the arms and head.  The next steps were to be completing the sculpt on the softer portions of the costume, moving into fine detail, painting the diffuse & spec, and then baking it all down to a game res mesh.

The hair turned out to be a particularly troublesome area due to trying to author to support the limited alpha support\sorting that we have in our game engines.  I left the test at the point of favoring an interpreted sculpt rather than opting for a series of planes on the head.

To see the Zbrush turntable, click HERE

To see the concept used for the test, click HERE

3dsmax viewport screenshots

vArt Test – Towtruck

This is my result after taking our (Volition’s) “Vehicle Artist Test.”  It is incomplete as I attempted to stay within the time recommendations we provided (20 to 30 hours).  Granted an experienced Vehicle Artist should be faster at this as it is similar to something they would do repeatedly whereas it is the first wheeled vehicle I’ve ever made.

An outcome of  both my and other internal vehicle artists experience with this test have concluded that too much time was necessary for candidates to create a high quality submission and the current test has been simplified as well as updated to current game specifications.

Were I to complete it, I would of course finish the diffuse texture.  Then I would create the normal and spec map followed by a shader that would leverage them, dialing in the shader properties appropriately.

Test Specs:

  • 5000 polygon limit
  • (1) 1024×1024 texture map (currently a 2048 in the screenshots above)
  • (1) 1024×1024 normal map (absent from my result)
  • Interior needs to be modeled/textured, but emphasis need to be placed on exterior.
  • Doors need to open
  • Wheels need to be able to spin.
  • Please make the truck’s base paint color white or off-white.
  • Be sure that the truck is scaled appropriately to a human.
  • Optional(encouraged):
    • Reflection\Spec\Bump maps (should be kept at or under 1024×1024)
    • Texturing the underside of the vehicle is optional for this exercise.
    • Hood does not have to open unless you have time…if you do, you’ll need to model\texture the engine compartment.

Female Character Concept & Model

Female character concept Female Model wipThis is a concept & model that I created for a character that I was going to use in an animation study.  I wonder if I’ll ever get back to it and finish it.