This started from another thread:
http://forums.shoryuken.com/showthread.php?p=5305877#post5305877
but i feel it is more appropriate here:
We have been making a game for a while now:
http://www.gamedev.net/community/forums/topic.asp?topic_id=498712
For anyone interested: we just recruited a very talented 3d modeler it seems he is willing to model/texture/rig (and i will animate) a 3d character but he doesn’t want to do a concept sketch… So for some lucky shoryukener out there draw up a fighting character and you might just see it in our game lol.
Of course i will post these outlines from our artistic direction doc:
Artistic Direction
As of right now our artistic direction is very open. We want to allow our artist to be as creative as possible to not only create a unique looking game but an excited artist. But I would like to set a few guidelines. Most of the fighting games currently out there are Japanese. From what I have seen in many of the fighting game forums, the community seems to like this art style. If you want an easy reference google the “Soul Calibur” series. It has a good blend of realism, fantasy, and Japanese art styles. We chose this look for technical purposes as well as aesthetic ones. We plan for this game to be very competitive and we have studied where many games lose balancing. We need characters with A LOT of area control in order to deal with that extra degree of free movement. The weapons allow for very wide attacks and will make the game simpler in the long run.
Guidelines for 3d Artists: (Polycounts here guys)
Most fighting games have very nice looking 8-10k models because they know that there will only be 2 characters on the screen at any given time. But since we hope to make this a team game with the possibility of 4-6 characters on the screen at once I am estimating character polycounts of around 3-3.5k. Don’t Quote me on this though… I still am a programmer who barely knows anything about 3d modeling. But I have done research.
Guidelines for Concept Artists
All concept art should be drawn to make it easy as possible to make an orthographic representation of the character easy to import into a 3d modeling app. This article clearly shows what our artist need (and much more of what they will do):
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/body1.asp
You will draw 2 main (orthographic) views of the same character: directly in front in a t-stance and directly from the side with the arms cut of to show details of the torso. In these views the subject will be naked but details of the privates should be left out Make sure major landmarks (Eyes, top of the head, knees, etc) are all aligned between the two orthos. Although not necessary a 3rd image detailing other details such as a 3/4 view of the head, arm detail(tattoos and such), clothing , jewelry, eyes, footwear, or any other details not shown in the 2 main orthos will be specified here. There are many tutorials online on setting up an orthographic view.
Anyone Interested can contact me a jchmack@gmail.com =).
Thx SRK =).