Since I received this art test and I want to make sure I get called for an interview, I thought I might post my work in progress here for some feedback. There is no NDA involved in this test, so I can freely pass on the information. The task is the following:
Modeling/texturing
Youmust model a Favela house along with a stair on the side and a palm tree (otherprops are optional).
You are free to use whatever referenceyou want and choose the structure of Favela you want but here is somebelow to give you an idea.
Youwill need to respect the following restrictions :
- You haveto model the whole scene in less than 1000 triangles
- Respectthe pixel density of 64 pixels per meter
- You can’t use morethan two 512 x 512 textures
- You also need to provide us a midday light map (around 2pm)
- We want the style of the model andtexturing to be realistic
Deliverables:
ALLWORK MUST BE IN .MAX (entire scene) + .BMP or .TGA for textures aswell as a rendering of your scene.The test must be submitted in 3DS Max. You also need to submit avideo or a final render of your scene.
So here is my progress, so far it took me about 3 1/2 hours to model and before I proceed to some unwrapping and texturing I wanted to see what you think. And one more thing, I have not done this in the last 3 years, but they requested I lightmap the scene since it is intended for mobile development and there is usually no realtime lighting. Does anybody have a few good tips when it comes to lightmapping and baking lighting, normal maps and AO into your textures? I found some stuff around the web, but any step-by-step info or links towards useful tutorials would be great. I use 3ds max 2011 btw
Looking good start franky - how many tris are you at? If you can spare them I would suggest adding a bit of variation in the steps, maybe make the center of the steps dip down or such, and make the building walls bent in or such, just to break up the sillouette.
I would just suggest spending your tris wisley since you have such a small amount to use - and if you can pull of some extra little details as mentioned above all whilst staying within the tris limit it would impress them even more
I don't think you need to bake any normals for this? Are you making a highpoly mesh? If not you wouldn't need to bake any normals, just run the textures through an nvidia plugin in photoshop or such Let me know if I misunderstand though and you do intend to bake from hipoly mesh.
I don't know anything about baking lightmaps, but ambient occlusion is a form of baking light information so maybe that is helpful?
For baking AO's its really simple, below is a link which is the simplest way to bake one with light tracer - I have a custom-apple tweaked way which gives me high quality results, but this one should be good for you for this project as its simple objects really
Thanks for helpful tips and the info on baking the AO maps. After scouring the interwebs for a bit, I had actually found that same tutorial from the link you posted I found some other stuff as well on baking the light map and all the baking would then also mean I cannot have any overlapping UV's.
As for hi poly, I think it will take too much time.
The poly budget is really quite tight and I've already hit 1000. And I've been thinking I want a bit of vegetation around the favela, like grass. And on the roof I wanted to hang some laundry, and then possibly roughly animate the vegetation and the clothes. But I actually managed to save more polys on the laundry and invested them into the stairs:
Going to finish the unwrapping in a bit, I essentially have to play Tetris now and make all my UV islands fit together. Which leads me to my next hurdle. I've been looking around to find that specific brick work from the favelas, I found two mid-size images that will be helpful in creating the textures, but it'd be great to have more. If anyone has more or knows where to find some images it would be much appreciated If not I will have to make do.
So this is where I'm at right now. Tomorrow (Friday) is the big day and I will hand it in. It's almost done, needs a few more decals, edge wear and grunge. Then I will quickly make a specular map and normal map, bake it into a texture and that should be it. Any other last minute suggestions? I'm sure I have overlooked something