Home 3D Art Showcase & Critiques

Arenanet Environment test first draft

So I decided to give the environment test a go for the internship at Arena.net this year. Here is my first draft of the basic layout. I haven't unwrapped and UV'd anything yet. Hope to hear some feedback! :)

bZBBL.jpg

nbT2w.jpg

yTyiJ.jpg

H6LNv.jpg

Replies

  • Kn1ghtHavvk
    I'm a little green with environments I did one in school in UDK and really enjoyed it but ended up focusing on character modeling (which i'm kind of regretting now) so any feedback at all would be great.

    I think my biggest challenge will be the texturing and keeping within the guidelines they have set up. Any insight on what I should aim for with that as well would be appreciated! Thanks again!
  • Kn1ghtHavvk
    Anyone out there? haha
  • MisterSande
    Offline / Send Message
    MisterSande polycounter lvl 8
    hey knighthawk,
    here are a couple of questions that might help us get a clearer image:
    1. what is your goal with this scene/environment ? (what mood/setting etc.)
    2. will you be doing high poly modeling/sculpting ?
    3. are there any "rules" for this competition ?

    it will be easier to help if we have a clear image :) good start on the low poly building btw!
  • Kn1ghtHavvk
    Hey MisterSande! Thanks for the post! Here are the official rules for the art test:

    The structure should be less than 3000 polys and use the maximum equivalent of two 1024
  • Kn1ghtHavvk
    I'm a little bit stuck at the moment as well and figured I'd ask this question here because most of the stuff i've tried researching confuses me further lol.

    When i start UV'ing everything, will I be Uvin'g everything individually and then combining them into one UV set so I can achieve the minimal 2 1024x1024 texture sheets? If that makes sense. An example will i UV the Roof of the house and then the wooden beams all ove rthe house and then once they're uv'd arrange them in uv space to not overlap so i can then just use one texture sheet? Also is there a similar method of doing this for textures? Can I UV everything seperately and Texture everything seperately and then later combine them into one sheet or is that something I need to do (texture wise) initially and create the textures from one sheet to begin with.

    Sorry if this is confusing this is probably the least experienced part of this project I have. I've done environments in the past but didn't have limitations as far as the texture sheets etc so everything had its own UV set and its own 1024 texture sheet and i didn't have to worry about them all fitting on to one. Any insight for this would be great! Thanks!
  • Sukotto
    Offline / Send Message
    Sukotto polycounter lvl 8
    The rules state you can use 2 1k texture maps, that means all your texture sheets have to add up to that. That could mean 8 512 maps or 4 512 maps and 16 256 maps. You can use each of those individual maps for a different tiling texture. Now it seems you're asking if you should use a combination of tiling textures maps and individual texture maps. It doesn't really matter as long as the final outcome looks good. Though I would recommend using a variety of tiling textures because that way you'll most likely get more pixel definition for each texture instead of UVing the building uniquely
  • Kn1ghtHavvk
    Thanks sukotto! I dont know why i didnt understand that haha for some reason i was think it just had to be two texture sheets requiring me to put everything on them and not allowing me to use individual sheets as long as they add up to the 2 1k sheets lol i feel stupid now. Well that will make things much easier.

    Another random question do you think i should be aiming for hand painted textures or do you think manipulated stock images would be acceptable?
  • Sukotto
    Offline / Send Message
    Sukotto polycounter lvl 8
    I think a mix of the two seem to be what Guild Wars is all about
Sign In or Register to comment.