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                      <p><b><font face="Arial, Helvetica, sans-serif" color="#0000FF"><i><font color="#904C10" size="2">Painting 
                        on Polygons:</font><font color="#904C10" size="4"><br>
                        Q&amp;A</font></i></font></b><br>
                      
                      <div align="right"> <font face="Arial, Helvetica, sans-serif" size="-1">By 

                        Rick &quot;<a href="mailto:flat@iserv.net">Flatness</a>&quot; 
                        Grossenbacher</font></div>
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                  <td width="45%" align="right" valign="top"> 
                    <h5 align="right"><b><font face="Arial, Helvetica, sans-serif" color="#00025E">Vol. 
                      2, Issue 10<br>
                      February 3, 2000</font></b></h5>
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              <p align="right"><loonystart>
              <p align="right">&nbsp;</p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>QUESTION 
                by Billynose (<a href="mailto:billynose@billynose.f9.co.uk">billynose@billynose.f9.co.uk</a>) 
                about getting into the industry:</b></font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">I&#146;m 
                currently working on a show-reel of my work, but I was wondering 
                what type of work impresses potential employers? Should I be doing 
                Low poly meshes...and if so how many faces...Should I include 
                a collection of texture tiles? Or would actual full scenes be 
                more worth while?</font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>ANSWER:</b></font></p>
              <p align="left"></p>
              <p align="left"><i><font face="Arial, Helvetica, sans-serif">This 
                is a tough question to answer, actually because it depends on 
                what kind of job you are going for. If you are going for a 3-D 
                modeling position you will definitely want to include some low-poly 
                work. Since technology is advancing all the time, the number of 
                polys in a mesh that a game can handle is growing too. So, one 
                way you might want to approach it is by doing a model with a high 
                poly count, medium poly count and low poly count. This will show 
                that you are versatile in all areas. As far at the actually number 
                for a low poly count, you might want to keep it somewhere around 
                300-800 polys. Again, this really depends on what the model is 
                that you are making. If you are making a model of a car, then 
                it is significantly less than if you are making a boss character 
                or something complex.</font></i></p>
              <p align="left"></p>
              <p align="left"><i><font face="Arial, Helvetica, sans-serif">If 
                you are just going for a texture artist position, then low-poly 
                modeling might not be the skill they are looking for (although 
                if you are good at it, I wouldn&#146;t hesitate to show an example 
                or two in your portfolio). A collection of textures is always 
                good -- that&#146;s what I did for my portfolio. But I also included 
                3-D rendered scenes with my textures on them too.</font></i></p>
              <p align="left"></p>
              <p align="left"></p>
              <p align="left"></p>
              <p align="left">&nbsp;</p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>QUESTION 
                by Angus &quot;froofy&quot; McCann (<a href="mailto:macnel@primus.com.au">macnel@primus.com.au</a>) 
                about color art:</b></font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">For color 
                art in games, what medium is usually used? Is it painting, digital 
                tablet, or pencil sketch and color added after it is scanned? 
                The reason I ask is that I have little experience with color.</font></p>
              <p align="left"></p>
              <p align="left"><b><font face="Arial, Helvetica, sans-serif">ANSWER:</font></b></p>
              <p align="left"></p>
              <p align="left"><i><font face="Arial, Helvetica, sans-serif">Really 
                all kinds of mediums are used for color art in games. All of the 
                above that you mentioned. I&#146;ve seen people scan in acrylic 
                paintings and use them for backgrounds in games. Usually though, 
                almost every piece of art that is scanned in needs some level 
                of clean up in Photoshop. For things like textures, the majority 
                of it comes from working in Photoshop or Painter using the plain 
                old mouse or drawing (digital) tablet. If it is concept art, then 
                a lot of the time people do pencil drawings which are scanned 
                in and color is added over top in Photoshop. They don&#146;t necessarily 
                add the color straight over the pencil lines but many times use 
                the pencil lines as a separate layer that they can see at the 
                bottom as a guide. It&#146;s really up the artist&#146;s own style, 
                however.</font></i></p>
              <p align="left"></p>
              <p align="left"><i><font face="Arial, Helvetica, sans-serif">By 
                the way, Angus, I will be getting to your critique you sent in 
                on the next issue of Painting on Polygons. That also goes for 
                Orlin too. Orlin, I apologize that it has been so long since you 
                first submitted and I haven&#146;t posted it yet.</font></i></p>
              <p align="left"></p>
              <p align="left"><i><font face="Arial, Helvetica, sans-serif">I want 
                to say thank you to everyone who sent in questions. It&#146;s 
                nice to know that my advice has been helpful. Thanks.</font></i></p>
              <p align="right">&nbsp;</p>
              <p align="right"><font face="Arial, Helvetica, sans-serif" size="2"><i>- 
                Rick &quot;Flatness&quot; Grossenbacher works on Gameboy Color 
                games for Vicarious Visions.</i></font></p>
              </loonystart>
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<p><i><font face="Arial, Helvetica, sans-serif" size="-2">Credits: Illustration 
  &copy; 2000 Dan Zalkus. Painting on Polygons is &copy; 2000 Rick Grossenbacher. 
  All other content is &copy; 2000 loonyboi productions. Unauthorized reproduction 
  is prohibited, you cartoonish villian, you.</font></i></p>
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