Game Design Music and Art

Buying art – jari

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hi,
I considering of buying some art like 3D models and textures for our project VoHW but the thing is that I have not done this before. So instead of heading to some website to buy graphics I would appreciate if some one could give advice on this. You see I would prefer to buy the art from a Christian instead from a secular developer/company.

Thanks!

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2Co 7:10 For godly sorrow worketh repentance to salvation not to be repented of: but the sorrow of the world worketh death.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

guategeek

Member

Posts: 107
From: Guatemala
Registered: 11-08-2005
Usualy for games its better to have original artwork. Unlike code which can be reused from one game to the next artwork should be unique. Now this is not all that practical so purchasing artwork is ok. Just make sure that what you are going to purchase is withing the poly count and texture quality you want. Its also hard to have graphics you purchased all match up well. Hope it works out good for you though. Jeff

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Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
There isn't really any Christian 3d art studios out there that I have seen and most of the Christian 3d artists that I've encountered are working full time in the industry and often can't make time to give a helping hand. I wouldn't worry too much about using secular artists or studios, most of the ones I've encountered are professional, personal and prompt.

Somethings, like quategeek said, would be better to have orignal concepts but for VoHW you should be able to get away with alot of 'shared' purchasable artwork due to the historical setting of your game.

One thing the artists will ask for is the specs in relation to the models. I imagine you're going to have skeletal animated based segmented models. This way you can change the different features of the model on the fly (say if the character uses a different armour piece). Also depending what hardware platform your aiming for, are you going to have different high end mapping shaders (normal, specular, etc.) or are you going to stay with diffuse shading which more machines could run. Alot of artists will ask for concept art with full orthos to base the 3d models on.

If you like, here is some models that we didn't use for Eternal War: Shadows of Light. They're in the Quake 2 *.md2 format and are fully meshed, skinned and animated. You'll find characters, items, animals, textures, etc.

http://www.xrucifix.com/nite/Mack/oldewstuff.zip

I'm really looking forward to seeing VoHW being more fleshed out, if you have any questions or need anything just let me know.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Thank you for the info and tips!

quote:
Originally posted by Mack:

One thing the artists will ask for is the specs in relation to the models. I imagine you're going to have skeletal animated based segmented models. This way you can change the different features of the model on the fly (say if the character uses a different armour piece).

Actually I'm looking towards simplest solution here and that maybe just changing the skin of a the player's model. Because there are no armors in VoHW except those which some NPC (soldier) might wear. Player do wear different clothes though but how far it will be taken visually I dont know yet.

Thanks for the art zip as well.

------------------
2Co 7:10 For godly sorrow worketh repentance to salvation not to be repented of: but the sorrow of the world worketh death.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Hey no prob.