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Varied Angles of Final Beef |
What is the most exciting and rewarding part about being a game artist? |
Creating a convincing character within a very stringent poly and texture limit is something I used to hate but now I find it the most satisfying aspect of creating game art. It's also fun to play the roles of both the concept and production artist. |
 
Textures Sheets for Chief Beef |
Why did you enter the Dominance War and if you could, would you recommend similar 3d game contests to friends/aspiring artists? Why or Why not? |
I entered the war to defend our beleaguered forum from the tide
of wicked green nihilists. Also to learn more about next gen assets
and generally swan about and show off. I'd recommend contests
to anyone who's interested in making game art. It's very easy
to lose motivation on personal projects that don't have a client
or AD, and contests like the Dominance War supply it in spades.
Glib answer! woot! |
 
Wire Frames for Chief Beef |
What would be your advice for aspiring game artists out there? What type of training do you think would be helpful in becoming a successful game artist? |
I don't consider myself a fully fledged game artist so I don't know how qualified I am to answer this. But for what it's worth;
If you're ever called to do conceptual stuff then take ideas from things that aren't games, research is easy with google. Getting assets working in a realtime engine is the whole point of making game art so try a mod group, work on an indie game or make a PPM. Art scuffles like the cgchat, cgtalk and polycount comps are a good way of learning. Joining an online cg community is good for building up your skillset and contacts, and it can also lead to commercial work. Fork out dough for zbrush and use it a lot. Stick to deadlines, and sellotape a bit of paper to your wacom tablet if you haven't already. |
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