old TODO list for art assets -- Obsolete
Posted: 18 Mar 2014, 16:51
I think we need to create a todo thread for art assets, so that the artists can easily pick a task and inform the others on what they're working. Since I'm not really up-to-date, you guys have to help me coming up with a list of needed assets.
Also, we have to establish a style guide for models. The poly count is less important, but it shouldn't be too high (maybe around 5000 tris). Models should be detailed and have normal (baked from hi-poly models) and specularity maps. Some questions: Do we want to have exchangeable or simple, merged clothes and armor? Do we need LoD models? What animations do we need? What universal rig do we use?
The most difficult part will be elaborating a distinctive art style which sets our game apart from others. Our current models are a little generic and it would help our game in the long run to come up with a unique look. Team Fortress 2 is probably the best example for a unique art style, however, I don't want to copy it and rather not make something too comic-like. Another interesting example would be the slightly disproportioned faces of the characters in Brink.
Example models of the general art direction that I have in mind would be thecubber's Dwarf (although too high poly) and the Orc (who could be a bit more detailed).
Also, we have to establish a style guide for models. The poly count is less important, but it shouldn't be too high (maybe around 5000 tris). Models should be detailed and have normal (baked from hi-poly models) and specularity maps. Some questions: Do we want to have exchangeable or simple, merged clothes and armor? Do we need LoD models? What animations do we need? What universal rig do we use?
The most difficult part will be elaborating a distinctive art style which sets our game apart from others. Our current models are a little generic and it would help our game in the long run to come up with a unique look. Team Fortress 2 is probably the best example for a unique art style, however, I don't want to copy it and rather not make something too comic-like. Another interesting example would be the slightly disproportioned faces of the characters in Brink.
Example models of the general art direction that I have in mind would be thecubber's Dwarf (although too high poly) and the Orc (who could be a bit more detailed).