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| Sujet: ArenaNet is Hiring Character Artists Mar 12 Juin - 1:15 | |
| ArenaNet is currently taking applications for multiple positions within our Character Art team. Interested? Read on for more details. As part of the application process, we are offering the opportunity to participate in the following character art test: Choose one of the two concepts from ArenaNet concept artist Hyojin Ahn provided in this blog post. From this concept, create a high-resolution mesh using a package such as ZBrush. Then, convert the high-resolution mesh to a 6,500 poly low-resolution mesh using a 1024 diffuse, specular, and normal map (three maps total). Your test should demonstrate an understanding of modeling in high and low resolution, and diversity in the appearance of texture using a single material. Technical information:
- 6,500 triangles for the entire model. (Don’t worry about double-sided.)
- Diffuse map, normal map, and specular map (grayscale), alpha map (1-bit)—each 1024 x 1024.
- Optional: Reflection-map mask to adjust environment reflections.
Although this is primarily a test on armor, we expect the body to be made as well. Please remove unnecessary geometry (e.g., we only need the skin mesh where it’s actually visible). Some criteria we’d like to see met:
- A very clean and effective normal map that shows a command for creating both organic shapes and hard-edged armor.
- Clearly defined texture materials (i.e., leather looks like leather, metal looks like metal, etc.)
- An artistic sense of proportion and contrast to bring out the best qualities of the armor set.
- An effective combination of alpha transparency and modeling out shapes to communicate complex forms within the polygon budget.
The diffuse map should be made agnostic of specific lighting conditions, but artistic judgment in occluded shadows and general lighting to enhance the model’s presence is appreciated. Please send all your submissions to jobs@arena.net. |
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