Just found a great Animation Rig resource for Maya: Animation Buffet
Disclaimer: These are a few pointers I thought were important based on my personal experience taking part in Dare to be Digital 2009. Prior to being asked to join a team in last years competition I was working towards becoming a games artist, and had heard about Dare to be Digital, but I didn’t know a whole lot about how it operated. Dare was easily the best experience I’ve had as a games artist so far and hopefully future participants can get the same out of it by reading this and knowing a little more of what to expect during the course of the ten weeks. Really the worst thing about Dare to be Digital is that it’s the only competition of its kind in the world, and you can only take part in it once.
A lot of the mistakes I made, saw others making or have heard of others making in the past are covered here; hopefully by reading this, you can avoid them and land yourself a great job after or win yourself a shiny BAFTA. 🙂
Found a blog cataloguing traditional animation linetests. Worth a look.
These lists here and here provide a good idea of what polygon budgets to work with, from the current handhelds to current generation home console/ PC games. There are some interesting points in these threads, such as Master Chief from Halo actually received a reduction in polycount in Halo 2 because normal mapping took care of a lot of the detail that had to be modelled in Halo 1. Also nice to see are some Gamecube specs. Here are some interesting bits from the list.
The Legend of Zelda: The Wind Waker, Gamecube, 2002
Link – 2800 polygons
Super Mario Sunshine, Gamecube, 2002
Mario – 1500 polygons
Levels – ~ 60,000 polygons
Resident Evil 4, Gamecube, 2005
Leon – 10,000 polygons
Uncharted: Drake’s Fortune, PS3, 2007
Drake – ~30,000 polygons (3,000 for his hair alone)
Halflife 2, PC, 2004
Alyx Vance – 8323 polygons
And here is a Low Poly Hardware Spec thread (link)