3D modeling and texturing for landscape in video game
- Статус: Closed
- Награды: $300
- Полученные заявки: 14
- Победитель: jaybattini
Краткое описание конкурса
Affordance Studio is looking for 3D artist to produce assets to bring the vertical slice of one of its current projects to a new level of quality.
The experience is a first-person exploration game where the player spends the entirety of his playtime in a forest in a large game level, therefore a strong optimization of the assets is necessary. The experience has simple game mechanics and relies strongly on its atmosphere and mood to immerse the player; consequently the produced assets will need to be as faithful to the art direction as possible and will need to be coherent with the overall creative vision of the project.
You will have to deliver the assets with both the source file (3DS, Maya, etc) and FBX format.
Several assets will require at least two LODs (see assets details).
The vertical axis should be the Y axis (as per Unity3D engine) if possible.
The scale we base ourselves off is 1 unit = 1 meters.
All textures should be in 2048x2048 when appropriate.
All textures should include normal maps when appropriate.
All textures should include ambient occlusion maps.
The Unity3D version used for the experience is 2018.1. We will most likely move to 2018.3 for the full production later in 2019.
The ensure efficient work and a final product that meets our needs we expect punctual communication and updates. You will also be provided with concept arts, screenshots, a few released games that serve as as influences as well as a document describing the details specific to every asset (what it will be used for, what’s important about it, etc).
WHAT WE ARE LOOKING FOR
The game is set in late 17th century colonial Canada. One of the core concepts of the experience is that the player will alternate between two protagonists; a young man of the Innu culture and a young women that travelled from France to the new world. The goal is to use the contrast between their perspectives to explore common video game concepts like space, gameplay and dialogue. We want to go as far as having single objects split between two different 3D models to really highlight the difference in perspective.
To ensure that the 3D artists vision and approach aligns with our needs, we would like for applicants to use the references provided to fully model a tree in two variants; one for each perspective.
The indigenous protagonist variant should convey nature, familiarity, beauty and a feeling of open space. The french colonist variant should convey unknown, mystery and a feeling of disorientation.
The two variants should be very similar. The applicants should focus on small meaningful details to differentiate the two. Here are some examples (feel free to come up with your own):
Straight trunk / Slightly curved trunk
Shorter trunk / Longer Trunk
Different trunk textures
Smooth silhouette / Jagged silhouette
Different color palettes
What we expect to receive:
Source files (3DS, Maya, Blender, etc)
Exported FBX files
Number of polygons
Estimated number of hours worked
Any additional information the applicant considers relevant
We invite applicants to contact us if they have any questions; we value communication and will gladly help you.
You can find attached :
1. Concept Art from our Artistic Director
2. Screenshots from the current game
3. Art influences for the game
“Jay is a motivated, professional artist! The communication was fast and the back and forth went smoothly. Will work with again! ”