Game Development Community

Art criteria

by Stephen Zepp · in RTS Starter Kit · 11/11/2004 (12:01 pm) · 2 replies

There has been some comments scattered around the forums and .plans regarding general art guidelines for models created for RTSP, but I was wondering if any of the artists involved would be willing to give a general overview of things that seemed to work well (and those that didn't) regarding Avatars, buildings, and any other gotchas you found during development.
For example, we've seen it mentioned that the models are generally 300-500 polys. Are there any other rough guidelines that would help us refine our art requirements for the pack?

Thanks in advance!

#1
11/11/2004 (12:18 pm)
Here are the guidelines I've found:
- try to cut down on the number of bones and materials.
- minimize poly count, obviously :)
- use LOD well! For far LODs you may only need 50-100 polygons.
- Remember that people will not be spending much time looking closely at the models, so be sure that they look good when they're 20 pixels tall.

I'm not an artist, though. And for the amount of sample art we've done it's hard to have hard rules to give out. You might also want to post this thread in the artist's forums. They'd probably have some good thoughts.
#2
11/11/2004 (2:09 pm)
The community members who submitted art for the RTS demo don't have access to this forum yet, but we'll give it to them soon. I agree with Ben, I bet in the artist forum, you'd get lots of good info.

To note: the art in the demo is just simple example stuff (though it turned out way better than we hoped, thanks to the community members who did it). Chemeleon did the units and Craig Fortune did the building. We also got cool submissions from Will Harrison and Tim Aste. Both of their submissions were awesome, but there were a couple technical problems with the models that we didn't get time to address. Anyway, any of these 4 guys would probably have interesting things to say about doing low-poly, RTS-style art.

Also, check out the recent snapshot of the day from djaggernaught. He's really good at that stuff. :)