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Old 24-03-2003, 08:43 PM   #1
faxe
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work sample polycount and other thoughts

I plan on starting to make a lot of models that could fit into games which, in the future, I will use as work samples. Does anyone have an idea of how many polys game developers want to see in such models. Are they interested in seeing "high" poly models as in ut2k3 (somewhere around 2,5k polys?) or do they want to see "very" lowpoly skills(around 500polys)?

I also plan on doing models on certain themes. Like maybe I would do a model of a military soldier and then model the proper weapons for him, and also maybe a vehicle or building related to the soldier. Do you think this would be a good idea? Would game developers looking for artists value that sort of work samples? And also, do you have other tips on doing work samples for game developers?

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Old 24-03-2003, 08:47 PM   #2
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Well that depends on what type of game ur aiming for. If u go with RTS like Warcraft then ur polylimit is bout 800 I belive. If u go with UT2003 Its 3.5 k...so u see it depends. Make a few. Depends also on what type of games the company produces. Look a company up. See what type of games they do and try to do something that would fit into one of them is my best advice.
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Old 25-03-2003, 07:29 AM   #3
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The best way to when creating a portfolio for game-purposes is to make your portfolio as broad as possible. Make lots of different things including characters. Make sure that when you make for example a character of around 4000 poly's that you also make about two level of detail models for it. One of say 1500 poly's and one very low one of approximately 500 poly's. This should look good on your portfolio since many game developers use lod's. Try to include characters, objects and enviroments and try to specialize in one certain area.
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Old 25-03-2003, 03:03 PM   #4
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Thanks for the tips, keep 'em coming
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