I've been considering a project for a while now and I'm not sure if there is enough interest in the subject.
I've seen a lot of games and cg environments that lack details in the construction. Artists will often leave out things like fire alarm systems, emergency lighting, street lighting, etc. They will also mis-place or place incorrect amounts of other equipment. They also don't understand what is behind the surfaces so when walls are damaged or under construction, there is just blank space.
I have seven years of experience installing and repairing fire alarm systems, electrical (both commercial and industrial) and elevators. I've worked side-by-side with other trades so I know a lot about how a building is put together.
I also have ten years of experience in games as a tech artist and another four years of independent asset production.
What I don't know is if this info would be valuable or just not wanted by anyone else.
I'm thinking about making a blog or e-book with:
- examples of common problems with renders and games missing construction details or getting details wrong
- info on what should be there and how it shoud look
- enough info on what is behind the equipment/walls so if it is missing it doesn't look fake
- photos of real world construction details
- examples of models, textures, lighting and scenes based on real-world
- how to fake/cheat and why you might need to cheat for gameplay
Any feedback is appreciated.
Replies
While I think some reference can be helpful, what is really needed would be an engaging way to make people think. And offer advice where to find resources. For example for human anatomy you can consult medical books, anatomy books, etc.
But where do environment artists go? While there are many books about architecture, which are good sources for actual real world building techniques (e.g. how is a steel concrete building constructed? what other materials are used, etc?), which are simple and visual enough for artists?
In my old company we had one super useful book which was called "The French Farmhouse" - it covered medieval style houses like you'd find in fantasy games. It was a guide how to renovate and rebuild such houses using the correct techniques and materials.
I have a basic book on fashion which is just lineart of various clothes and clothing features + basic underwear types and it is one of the most useful things in my library.
There are no books that I am aware of written to help environment artists add construction details to their work. All the books I have are purely architecture, construction, art theory or software instructions/tutorials.
Btw I think its a very interesting idea, especially with games now having destructible environments, it's going to become a key area that players will see (as in between walls etc..)
Function is often sorely needed in games, look at any, ANY env that has alot of pipe work and they are all just randomly slapped all over the place, intersecting willy nilly.
Either way I would definitely read this
Look at Vertex as an example.
Vertex is awesome but I think it was more of a general game art book. This will focus specifically on real-world construction details that are often missing or done incorrectly in games. I will definitely be looking for feedback and critique.
I've decided that the test chapter will be emergency lighting systems.
I chose emergency lighting because:
- it's almost always missing from office levels in games or done incorrectly
- it is manadatory for building occupancy
- it can be used for gameplay (lighting paths in power outages, direction to exits)
- it adds visual detail and realism
- the rules for placing emergency lighting equipment is easy to explain
- relatively cheap to add to scenes (you can re-use models many times and still make it look realistic)