Project Stealth

Archives => Join Us => Topic started by: Daniel Doerksen on November 06, 2009, 08:40:04 AM

Title: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 06, 2009, 08:40:04 AM
Hey, Im a 3d environment and prop artist looking to join your team. Heres a link to my portfolio, to see if its a fit. http://danieldoerksen.daportfolio.com/ looking forward to hearing from you
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Gui Brazil on November 06, 2009, 03:20:21 PM
For the first time in a long time here I can trully say, your work is impressive.

Could you get me some more renders and wireframes of that tank of yours we see when we first open your portfolio? Just cause i'm curious, started on a tank months ago (I'm in the same area of you) but never got to finish it, though. Instead, I ended up doing an F-14.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 06, 2009, 06:34:50 PM
yep sure thing, just heading out for some food ill have it up in 2hours'
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: frvge on November 06, 2009, 07:53:11 PM
Looks really nice.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Zedblade on November 06, 2009, 08:39:08 PM
are you familiar with zbrush or mudbox?
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 06, 2009, 10:45:54 PM
i am familiar with mudbox, zbrush annoys me a little haha. i removed the piece i had off of my portfolio because it was a creature and wasn't inline with environment and prop art.

as for the m1a1 tank gui brazil wanted to see, cant add attachments so temporarly i will post it in a section on my portfolio under "other" i through up a wip mudbox creature in that same section
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: frvge on November 06, 2009, 10:48:56 PM
Nice again :)
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: frvge on November 07, 2009, 01:27:47 AM
How much time do you have to spend on PS?
We'd greatly appreciate to have a steady workflow with both input and output. Basically, how many simple models can you get done in a week? (includes model, texture and normal map)? If you think that's hard to answer, you can state the amount of hours you'd have time for PS. We're currently in a phase where we'll be needing new (mostly simple box-like) models, so there's plenty to do :).
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 07, 2009, 01:38:35 AM
i can spend about anywhere 3-6 hours 5 days a week. i assume youd want spec maps aswell? simple box like models i can turn out fast depending on the size of them in game and texture size. I am able to get started when ever you guys are ready for me
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: frvge on November 08, 2009, 01:34:07 AM
We're having an internal vote now. So far so good :)
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 08, 2009, 08:30:02 AM
im just finishing a wall mounted ammo container, designed to work with source. will have pics up on my portfolio tonight or tomarrow in the AM. only reason im posting this is because its closer to project stealth props
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Zedblade on November 08, 2009, 10:06:43 PM
Quote from: Daniel Doerksen on November 06, 2009, 10:45:54 PM
i am familiar with mudbox, zbrush annoys me a little haha. i removed the piece i had off of my portfolio because it was a creature and wasn't inline with environment and prop art.

as for the m1a1 tank gui brazil wanted to see, cant add attachments so temporarly i will post it in a section on my portfolio under "other" i through up a wip mudbox creature in that same section

yeah i hate zbrush too, but it's way more powerful then mudbox, especially for environmental props and once you learn it you can do some amazing shit super fast. I'm still getting the hang of it myself.

anyway, you should have anything you have made that you think is good on your site whether or not it fits into your overall 'theme.' Just add another section for character or a misc section.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: frvge on November 09, 2009, 02:03:10 AM
Ok, we're going to do a quick test.

We have the following concept art: http://media.moddb.com/images/mods/1/10/9033/camnetconcept.jpg
We're going to need a model for gameplay (poly count 1000-4000) with a texture of 2048x2048 (photoshop).
Don't combine the glass/camera with the body of the camera, because it will be rigged to rotate.

This prop will probably be used multiple times in each level, so make sure it kick ass.

Time frame is 2 weeks, but the sooner the better of course (but quality > quantity) ;).

Good luck!

Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 09, 2009, 02:43:23 AM
you can expect it to be done before friday
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: LennardF1989 on November 09, 2009, 04:01:29 PM
Quick question: Do you have any experience with mapping in general, as in: concepting layouts, thinking up environments, etcetera?

Note that I don't ask for your experience in mapping tools, just mapping.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 09, 2009, 07:08:47 PM
yes, ive made quite a few starcraft/war3 maps back in the day alot of halo3 maps, using their map editors
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: LennardF1989 on November 09, 2009, 08:06:44 PM
Would you happen to have some screenshots of them, I'm quite interested if you have potential of working on your own maps or existing ones that need work.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 09, 2009, 08:58:47 PM
got a small question, 1000-4000poly count or tri count? u said poly earlier just want to confirm that,

the model is complete without texture/unwrap which ill start inabit. came in a 4100tris 2100polys

i can reduce it in the tri count drastically without losing anything that couldnt be normal mapped in
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: frvge on November 09, 2009, 09:57:38 PM
Do some minor optimizations to get it under 4000 tris. Of course, if you can find a way to make it look good at less than 4000 with a clever normal map, then go for that :).
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Zedblade on November 09, 2009, 10:06:23 PM
Quote from: frvge on November 09, 2009, 09:57:38 PM
Of course, if you can find a way to make it look good at less than 4000 with a clever normal map, then go for that :).

What? That's kinda the point.

Anyway, polycount and tris mean the same thing. Triangle count. I've never ever heard anyone ever refer to polycount as only being the amount of quads... well other then Max users.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 09, 2009, 11:32:09 PM
i refer to tris to avoid confusion, yes lots use polys. however i could say my model is 2000 polys and i wouldnt be lieing. using tris its just a solid way to know for sure.

i was basing this model a little differently then a in game prop.

tbh the size of this prop ingame is rather small i thought. so i would think a actual poly limit would be 750-1k
and a 512 maybe 1024 map. however thats just a opinion.

so im just following the outline i was given, if i was just given the concept art and told to make it instinctively i would have made it 1k tris and 1024 map, haha

but now its modeled and unwraped to spec. ill drop it down to 2900tri's




Title: Re: 3d Enviroment Artist / Prop Artist
Post by: MR.Mic on November 10, 2009, 12:37:39 AM
Quote from: Zedblade on November 09, 2009, 10:06:23 PM
Quote from: frvge on November 09, 2009, 09:57:38 PM
Of course, if you can find a way to make it look good at less than 4000 with a clever normal map, then go for that :).
I've never ever heard anyone ever refer to polycount as only being the amount of quads... well other then Max users.
Really? Because face count and triangle count are clearly distinct in Maya's stats display.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: LennardF1989 on November 10, 2009, 12:49:45 AM
* Lennard feels ignored.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 10, 2009, 01:08:49 AM
hahaha, sry bud. i dont have screens from war3/starcraft three since i made them 5 years ago, they were defense maps, the skill in creation of those was mainly the triggers. and my h3 maps i might still have. but they are very special, well.. their might be some neat ones. i remember making a obsticle course using the refresh timing and placement where one you had to get the skull to the other end and fight at the same time
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 10, 2009, 05:32:44 AM
heres the WIP, lots of obvious things to do on it still. my viewport shader is giving me the shits so heres a quick render. no attachments? on forum? heres a link
http://danieldoerksen.deviantart.com/art/another-WIP-143114904
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Gui Brazil on November 10, 2009, 02:57:07 PM
So far so good.

I must say though a model like this could benefit thousands from a high poly version from which you can build a normal map. Especially for the details as wires, plates, screws and what not. Don't know if you're planning on doing one, so just throwing my two cents out there.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 10, 2009, 07:33:03 PM
there is one made already cant see it with the shitty render :s, ill have a better one soon
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: goodkebab on November 10, 2009, 08:13:50 PM
Add a gloss map  (use on eccentricity of a maya blinn)  for the Glass to have a low gloss like glass would have,  and the rest of the metal can have what it is now.  It is not a spec map!  This will control the fall off of the specular to either look dull or wet.  This particular texture map can be pretty low res (256x256)

For the screws and plates,  its better if you create those using Crazybump or the Nvidia filter based off of a height map you create by hand in photoshop.  Actually modelling the detail is overkill for what is essentially 8-10 pixels on a normal map.

Dont worry about the incandescence,  its enough if the texture is greyscale.  We will change the colors in the shader tree of the engine.  It will need to be various colors.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: goodkebab on November 10, 2009, 08:24:08 PM
Oh, and an absolute must,  make sure the Dome with the metal Ring around it is its own polyshell,   it will need to spin around on its axis,  while the base is firmly attached to the wall.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 10, 2009, 10:07:57 PM
yep, i use crazy bump and i intend to have a gloss map for the glass, in not too sure on the red lens imo.
right now its just spec normal diffuse. gloss map ill do last.

what i need to know is damage. this model is meant to be used by the spy, and should look newish i would assume so i think i should tone down the damage i have, right now it almost like it was painted with shit pain that didnt stick properly lol. and the scratches are too deep. but its progress.
http://danieldoerksen.deviantart.com/art/another-WIP-progress-143174822
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: frvge on November 10, 2009, 10:10:05 PM
Actually it's a fairly large cone-camera for the Mercs. I think it should look pretty new. Maybe less metallish and more plastic, but goodkebab knows best about that.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 11, 2009, 05:59:19 PM
im gonna have a good chunk of time free today. does this thing have to have that set colour scheme? i kinda wanna do it in mainly black with white text and red and white accent striping in some areas
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: frvge on November 11, 2009, 06:02:43 PM
If you can make it according to the Concept Art first, and then apply some Photoshop filters to get your black-and-white version so we can compare, that's ok I think.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: LennardF1989 on November 11, 2009, 07:06:41 PM
Let the guy work out his own idea, frvge. Perhaps it's something completely awesome.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Zedblade on November 11, 2009, 08:45:40 PM
Quote from: Daniel Doerksen on November 11, 2009, 05:59:19 PM
im gonna have a good chunk of time free today. does this thing have to have that set colour scheme? i kinda wanna do it in mainly black with white text and red and white accent striping in some areas

concept art was provided for a reason. Stick to the concept art.

Quote from: LennardF1989 on November 11, 2009, 07:06:41 PM
Let the guy work out his own idea, frvge. Perhaps it's something completely awesome.

Maybe, but that's not the point. It's a test to see how well he can do something from concept.

Quote from: MR.Mic on November 10, 2009, 12:37:39 AM
Quote from: Zedblade on November 09, 2009, 10:06:23 PM
Quote from: frvge on November 09, 2009, 09:57:38 PM
Of course, if you can find a way to make it look good at less than 4000 with a clever normal map, then go for that :).
I've never ever heard anyone ever refer to polycount as only being the amount of quads... well other then Max users.
Really? Because face count and triangle count are clearly distinct in Maya's stats display.

Yes, but my point was that the word polygons is synonymous with triangle count, the word faces are not. In the industry, 100 polygons is the same as 100 tris. No one I've ever worked with as been confused about that. Only Max users seem to associate Polygons to mean only Quads. I assume that's because where Maya says Faces (which makes more sense and is less confusing) Max says Polygons.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 12, 2009, 07:57:30 AM
i use max. i can use maya but i prefer max. so if you say max users seem to get that confused. then me asking to make sure is a very vaild thing to do. right? really doesnt matter eitherway, my personality is its best not to assume.

model is almost done

Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 12, 2009, 09:10:16 AM
here the model is
http://danieldoerksen.deviantart.com/art/Camera-Concept-143339958

currently sitting at 2900tris
2048 diffuse/spec/normal/gloss

if everythings ok, and u want to use this model. im going to optimize the camera since its hardly seen. and i should be able to get the model down to 2200-2300. and i will then reduce texture size to on spec to 1024 and gloss to 512.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: LennardF1989 on November 12, 2009, 12:41:18 PM
I dont think it will be hard to port over to Maya for rigging, right?
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: frvge on November 12, 2009, 01:37:35 PM
The camera is about as big as an old CRT. Maybe even a bit bigger. So it's pretty big :) There's no need to bring poly count down I think.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 12, 2009, 07:38:24 PM
no problem max to maya is simple
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: LennardF1989 on November 12, 2009, 08:00:54 PM
Quote from: Daniel Doerksen on November 12, 2009, 07:38:24 PM
no problem max to maya is simple
Good, just finish it in Max and then we'll see about the possibilities to rig it.
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: Daniel Doerksen on November 13, 2009, 01:15:41 AM
so whats the next step. is this model up 2 your standards?
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: frvge on November 13, 2009, 07:49:56 AM
I think it is, but I'm mostly a programmer. I'll have our Art Director comment on it :).
Title: Re: 3d Enviroment Artist / Prop Artist
Post by: goodkebab on November 15, 2009, 09:40:31 PM
Still need to have that gloss map so that the metal looks different from the glass.  and make sure the glow map is black and white.   We will not need the "cone" u used for the red glow,  this will be handled with the engine.

In general its great,  I dont think we need to nit pick because this asset will never be seen  this close in game.  Its usually high up on a well where a player can never get to close.