[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG


Thread archived.
You cannot reply anymore.



File: zug-zug-studio-s1.jpg (439 KB, 1670x1073)
439 KB
439 KB JPG
So hey /3/

I have to do an art test for a cartoony mobile game company. It was just going to be a 2D gig but they want me to do some 3D assets as well to see if I can handle that shit. I've done quite a lot of modeling a while back and I'm a pretty proficient 3D sculptor/digital painter but I'm not really familiar with game asset creation. I'm probably going to use Maya and I'm also going to have to re-learn Mudbox since texturing in ZBrush is based on the amount of topology you have in your assets and I don't know if my things are going to be subdividable.

Here are some questions that popped into my mind. You don't need to answer each of them (or any) but I'd really like your input to question number 5:

1. What kinds of poly counts would you want to see in a stylized rock or a boat or something simple like that, for a mobile game?
2. Does the topology (static objects) need to be subdividable or can I just decimate everything to get a low poly count? (I think we can have tris but no ngons?)
3. Do most simple mobile games usually utilize normal maps or is it just low poly + fake diffuse details like cracks (albedo textures + fake AO etc.)?
4. Do you think it would be a stupid idea to ask them about this stuff or would it make me seem unprofessional? (Fake it till you make it or ehh...)

This is going to be the most important thing if anybody has time to help me with this:

5. How would you approach creating the assets in the pic attached to this post? Like what are the steps, IN ORDER, that you would take to get a workable asset like this as quickly as possible. You don't need to be super specific on the steps. Just something like: "Base model with good topology -> Sculpting details in ZBrush for normal map -> Diffuse texture in Substance/Maya etc. etc."

I'm sorry if this is too much to ask but I'd really appreciate it if someone could give me some tips. Also interested in tutorials if you know any good ones. Cheers.
>>
I want to piggyback off this OP and ask if you need to use individual textures/unwraps for this assets set or could you somehow use a trim sheet? Seems like the colors match the cracks and bevels too well for a trim sheet but I thought I'd ask anyway.
>>
>>695417

The ipad is still like 99% 2d games. 3d Never really took off. Even games that are 3d are really stripped down and have loads of 2d elements. I think they just use 3d stuff for promotion like clash of clans.

https://www.artstation.com/artwork/X9lYD
>>
>>695463

I know a lot of games do this thing where they'll do models and just turn them into 2D sprites if the game is from a single orthographic angle (like the old Donkey Kong games did) but that's not really the thing I'm looking for here. A lot of times they'll even have sculpts with a little bit of overpainting for the promotional stuff if they're just for still images. I've actually worked on shit like that before.

There are still loads of games that utilize actual 3D for their asset and that's what I'm going for here...
>>
>1. What kinds of poly counts would you want to see in a stylized rock or a boat or something simple like that, for a mobile game?

it depends on the mobile game really. if the game is art heavy then you can have wiggle room. usually 300-1000 polygons a piece won't make anyone scream at you. but 300-500 should be your range.

>2. Does the topology (static objects) need to be subdividable or can I just decimate everything to get a low poly count? (I think we can have tris but no ngons?)

you can do whatever you want with it, it does not need to be subdivided unless its a character. the reason people triangulate their models is to control the shading when you smooth the models.- and to make it easier for the engine to render.

>3. Do most simple mobile games usually utilize normal maps or is it just low poly + fake diffuse details like cracks (albedo textures + fake AO etc.)?

its 100% diffuse. and if you are planning on having any AO maps you need to bake it in into the diffuse since some companies prefer shadeless materials.

>4. Do you think it would be a stupid idea to ask them about this stuff or would it make me seem unprofessional? (Fake it till you make it or ehh...)

the art director should expect those questions. its part of the pipeline
>>
File: Shitterstock.jpg (21 KB, 450x456)
21 KB
21 KB JPG
>>695519

Thanks a lot for taking the time to answer my questions! You really helped.
>>
I'd suggest Photoshop and/or 3dcoat for texturing
>>
>>695417
>1. What kinds of poly counts would you want to see in a stylized rock or a boat or something simple like that, for a mobile game?

as less as you need to make it look good.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.