I figured I would ask/take requests of anything you would like to communicate to the future and current generation of concept artists about their work and how it affects your job and the job of the other team members.
Good or bad or what ever… thank you.
I am going to be there on Sunday but not sure what time I am doing my presentation.
Concept artists need to understand how 3d models are built and rigged. Don’t build armor with layers and layers of plates if it is going to share a generic rig where those plates can’t be rigged specially.
Avoid very detailed textures (such as maille or fine patterns) on areas that deform a lot, and also be mindful of how these things may look with texture sizes and compression (anything that is going to be a pattern of 1-pixel lines is going to go to hell).
If you are building a concept for an existing rig, look at the rig and understand key joints. If it is animated already, look at the animations to make sure the character will make sense, and see those key joints in action.
nice link thanks Eric, I will add that to the links list for people to look up, I always like to have backup when trying to get people to listen and change what they normally do:)
Another one too in the same line as Rob, if you’re doing character create pieces make sure it’s not something ridiculous that would either limit the movement of the character (bubble helmet close around the head of the character), or completely breaks the sillouette of the character in a way that would cause severe interpenetration.
Also try to ask the 3d artist how the system is layed out, where are the slots you can have gear for and how stuff is broken up