Originally Posted by Artbot
So jealous! I used to know what a vacation felt like.
But yeah, I've been at it for a few years. One thing I see a lot of in these WIP threads (and elsewhere) is people looking for absolute numbers when there really aren't any. Asking "How much texture memory should I use?" or "How many polys should a building be?" are impossible to answer since the context of the useage is so important. It's like asking "What kind of car should I buy?" There are hundreds to choose from and many of them have very different uses for different tasks. As an env. artist, it's your task to fit great looking assets into sometimes difficult parameters.
If this is for a pre-rendered demo reel, and you're seeking a job as an environment artist, I'd recommend looking at game assets and others' reels to see what's considered "standard" or at least close enough. Of course, if you're asked to build a "hero" building the main character will enter, it's obviously going to be built with differing polygon and texel densities than some far off background building. Important thing in a reel is to set appropriate limits, then document everything, like all the types of maps, etc., as well as poly counts.
If you don't remember what a vacation feels like, it's a good bet you need one! ;P
I've made some research on Youtube already and looked at some nice demos. If you have any demos to recommend as a good reference, feel free to provide a link.
I actually want to make two demos: one for environment and props, and another for character. The ultimate goal is to actually start getting contracts in 3D design because I'm a web and print freelance graphic designer but I would really like to gradually get 3D contracts because I believe I have lots of potential for it.
Believe it or not, I actually opened a private 3D animation school with a partner a few years ago (obviously with the help of teachers that worked in the field). Long story short, I got betrayed by my partner and ended up out on my butt with nothing (the school is still running today). I then started my business as a freelance graphic designer, but honestly, my heart is still in 3D.
I've always had a great reputation and great relationships with my past clients, so that helped me with my freelance business and today it is booming (I actually hire more than 5 subcontractors on a regular basis because I have too much work). Unfortunately, that means I have very little time for 3D, but every free minute I get is spent on learning 3D stuff, and comments from people like you help alot! I've also kept contact with some of the teachers!
Thanks again and stay tuned for the next renderings (hopefully in not too long!).