Saw this on twitter:
http://gametextures.com/blog/?p=646&preview=true
Here’s some stuff you should know about that path, and some directions you can go to make yourself “the-real-deal” to recruiters, bosses, and yourself; because confidence is everything.
It’s true that classic art fundamentals might not have applied [as much] to Environment Art in the past. Those days are gone. If you’re choosing Environment Art because you think that we don’t need to draw, understand color, composition, and form as much as a character artist you’re sorely mistaken.
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Otherwise, I'm loving the article. Very informative.
(fixed)
It's something i have been trying to nurture at work... but its also something that not everyone has/share or even has interest in. Which is a shame... you guys have any thought on this?
I really enjoyed the post tho... you hold a lot of truths out there, and i think there is a lot of attitude that is involved in game development.
Not being interested in tech doesn't mean a lack of curiosity - I'm a CS degree dropout, code just has no soul to me, it feels like the opposite of art.
How so? Every old school texture I paint sets back the industry a day?
Actually, that's a great counter. Thanks You're totally right, I wasn't thinking as much about art style and workflow as I was thinking about the tech side, but you're totally right.
lol yeah its a crazy statement, besides theres endless streams of software out there, its good to find ones you like and even niche software, I like lazy nezumi and Knald and manga studio for example, no doubt there are inefficient workflows but I don't think you could just pump out a DDO texture for every type of game and artistic style and call it a day.
@Norron My pleasure! Glad you enjoyed
@Gheromo Any time! More stuff is coming.
@atlusZMH Glad I could help remind you! Just get a pad of post it notes and sketch on them all the time.
@lordSebbington that was a really interesting little tid-bit for me too! I tried to keep it light, but that was a really fun article to write.
Sometimes it feels that way
yeah totally agree, most of what Im currently working on is concepted to some extent. One thing thats tricky when getting concepts is when you are given a concept and then told not to make it but to make something similar, that can get really confusing as different people like different parts of the original concept. Then sometimes a few days into modelling you get given a new updated concept of your model and its changed drastically haha.
Thanks for the feedback. You're right, and I agree. The intro was more of a creative piece for me, and the intention was not for it to be negative. It was more to voice a reality of my experience. Surely it's different everywhere. I was careful not to libel, and I was also careful to turn the article to a more up-beat at the end.
In this case, it was more of what I remember experiencing at that time. There were plenty of great experiences, but none were more memorable than that horrible crunch. But, I suppose it's best to take it with a grain of salt, since we all have different experiences and that is just mechanism I chose to tell this story with.
Thank you for your input. It's been a long time since I wrote, and I really am enjoying getting feedback and learning how to improve.
http://gametextures.com/blog/2013/11/07/so-you-want-to-be-an-environment-artist-pt-2-the-good-stuff/