2D concept artist & 3D modeler - plus a bit

Started by Jazz_117, August 28, 2010, 05:51:22 PM

Previous topic - Next topic

Jazz_117

I probably wouldn't be here if it weren't for Agent X, he proposed that I should apply, so give him a pat on the back if I make the cut. ;D

Name: Jazz
Both my brother and I are interested and will work together, however to save confusion I'll be the only one using this account.  All the following information is for both of us.

Age: 18-22

Doing a certificate 3 in graphic art this year followed by a diploma in graphic art next year.  Don't have a job and have finished grade 12.  No plans on changing anything (house, education, absence of job etc.) within the next year or so.

Applying for: 3D: modeling, texturing and 2D conceptual designing (props, gadgets, weapons, characters.)

Qualifications and Skills: Nothing official or professional at this point but we have been using 3Ds MAX for about 2 years and Photoshop for over 1 year.

Experience: We have been doing concept art ever since we understood what that was.  In more recent years we have designed and/or replicated and textured many 3D models.


Here's some stuff we've put together:

A character I've been working on over at the Ubisoft forum: http://forums.ubi.com/eve/forums/a/tpc/f/5271091065/m/7221051568/p/1

A pistol: (WIP) http://a.imageshack.us/img838/7103/gunpg.jpg

A Castle: http://a.imageshack.us/img64/4647/castles.jpg

The pride of our 3D models, Ashley 1: http://a.imageshack.us/img829/1899/ashmeshnew.jpg
Ashley 2: http://a.imageshack.us/img822/1337/asht.jpg
Ashley 3 http://a.imageshack.us/img841/4048/faceoutfitnew.jpg

Good chick vs evil chick (WIP) :http://a.imageshack.us/img829/1197/goodvsevilnew.jpg

Kristin Kreuk: http://a.imageshack.us/img294/5766/kristinkreukg.jpg

AC-1000 from Sup Com 2: http://a.imageshack.us/img693/1812/ac1000teror922010.jpg

Anderoid Freerunner: http://a.imageshack.us/img834/6981/anderoidfornet.jpg

Space Marine 1: http://a.imageshack.us/img153/9853/spacemarine1.jpg
Space Marine 2: http://a.imageshack.us/img837/7111/spacemarine2.jpg



I should also note that I haven't had the opportunity to play SvM much but I really like it and would love to contribute ideas for future developments.  I can't program or anything but if you need a think tank just ask me, I'm good with gaming ideas.
I'm also very good with video, so if you want some pro mo work done give me a shout, I'd be happy to help out.

B1nArY_001

Thank you for applying Jazz, if you follow the link provided at the end of this post you will find some reference images to a 1950s vintage ceiling fan. As a test of your abilities in texture painting and proper use and creation of normal maps, specular maps and your ability to re-create from a photo or concept art please re-create this fan with one small change, discard the glass bulb housing and instead use a housing like this one -


Go ahead and keep the same matte black on light housing as you see on the fan rather than the brushed silver.

Also bear in mind that this fan is in a dusty dirty location and apply grunge and dust accordingly. I would suggest taking a look at a heavily used fan to identify the areas where dirt tends to build naturally in heavy use.

And last but not least, the fan blades will be animated so make sure the blades and blade rods are separate from the motor and light housing. You don't need to rig or animate it, just make sure the mesh parts are separate.

http://www.vintagefans.com/gallery/ceiling_fans/emerson/1937-50emersonglossblack.html

Good luck and thank you for applying!

Kon Artist

your not going to believe this... i need a fan for my map that looks just like that ;D

Jazz_117

Sure thing guys, we'll get right on it.

Oh, and how do you want it, like should I upload some renders or do you want the file? ...neither is much trouble, I'm just curious.



B1nArY_001

#6
Well done!

A few suggestions if I may though.

Some wood grain in in the blades would go a long way towards sprucing it up. With the black enamel being so plain (and rightly so) getting some wood grain in those blades will enhance the look a lot.

It looks like you applied a environmental falloff map? It's hard to tell from the screens if there are some seams showing in your normals or if its' just a result of the falloff map. The old school environmental falloff maps, or cube maps, are not really used in this fashion anymore. A good color specular map will give your model a more realistic specular highlight and help get rid of that ultra glossy hyper real look a normal map can create.

Just a side note, you may already know this, 10, 10, 10 or 20, 20, 20 is about as dark as you ever want to go on "black" object.

I'll talk to the rest of the team and we'll see about perhaps getting you fellas try-out status.

Edit: forgot one thing! The armatures for the blades can be optimized, the bit of geometry that attaches it to the fanblades can be a part of the diffuse/normal maps. No need for geometry there.

Jazz_117

Quote from: B1nArY_001 on September 03, 2010, 04:52:21 PM
Well done!
Thanks.
QuoteSome wood grain in in the blades would go a long way towards sprucing it up. With the black enamel being so plain (and rightly so) getting some wood grain in those blades will enhance the look a lot.
There is a little there, but under the dust and shine it sorta disappeared.
We'll give it work over and make it look prettier.
QuoteIt looks like you applied a environmental falloff map? It's hard to tell from the screens if there are some seams showing in your normals or if its' just a result of the falloff map. The old school environmental falloff maps, or cube maps, are not really used in this fashion anymore. A good color specular map will give your model a more realistic specular highlight and help get rid of that ultra glossy hyper real look a normal map can create.
No falloff map, we only used normal, specular and defuse maps, and a slight bump map.
QuoteI'll talk to the rest of the team and we'll see about perhaps getting you fellas try-out status.
Cool. 8)
QuoteEdit: forgot one thing! The armatures for the blades can be optimized, the bit of geometry that attaches it to the fanblades can be a part of the diffuse/normal maps. No need for geometry there.
Good point.

B1nArY_001

QuoteThere is a little there, but under the dust and shine it sorta disappeared.
We'll give it work over and make it look prettier.

This fan would be about 60 years old so there's going to be little to no varnish left so no real shine whatsoever, also the dust itself would considerably dull down any shine that's left after the years. Take than into consideration when you spruce up the wood texture if you would please :)

B1nArY_001

Forgot to mention one thing, try to get all the bump map details into the normals. No need for the second map.


frvge

Lookin' good. I'll give you tryout after I get back from work.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.