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Making your work stand out when aspiring to become a Junior Environment Artist

kevingamerartist
polycounter lvl 6
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kevingamerartist polycounter lvl 6
Hi all,
First of all sorry for the long title name, but I have a question about it. So I'm aspiring to start off as a Junior Environment Artist, however I wanted to ask what would make my work in my portfolio stand out more than other potential candidates?

Is it adding detail to textures on objects using various textures or sculpting in ZBrush?

Is really good lighting make a big difference as well?

I have heard that if you can create a scene that can tell a story, then that is a big plus. However what do a lot of artists, or most artists do when they are trying to tell a story with a scene? Does it depend on how you use lighting, or how you constructed the scene?


Any feedback on this is greatly appreciated. Thank you :)

Replies

  • lotet
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    lotet hero character
    take a look at these two talks by Andrew Maximov from naughty dog.
    he kind of talk about the same stuff in both videos but they are TOTALY worth the time to watch.

    he basically answers all the questions you mentioned, kind of weird actually, they are pretty much tailored for what you just asked xD

    [ame]https://www.youtube.com/watch?v=BqZzxAmlKP4[/ame]
    [ame]https://www.youtube.com/watch?v=UX2PzNHwabE[/ame]
  • beefaroni
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    beefaroni sublime tool
    So looking at your post history this seems to be the third time you've posted a variant of this question.

    Without seeing your work it's impossible to help. In a thread awhile back you stated you would post some work but you never did.

    "Is really good lighting make a big difference as well?"

    No, you should have terrible lighting :D

    Of course good lighting is important.

    I think you really need to start posting your work here so we have an idea of what you can and can't do. Just talking is pointless.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    I'm taking some design assumptions to this, but I feel this applies to character design as well.

    Choose designs well. Don't just do something because you think it's cool. You should try to recognize why something is cool.

    And when I say design, I mean make sure whatever you make has good composition, lighting, gestural, lines of action or movement, and not just a story. Actually, in a lot of ways, art theory and foundation generates good story from a very basic premise.

    Technical skills can always be improved, and it's expected. But good design? That's relatively special.

    Let's talk about a scene that's fairly simple in terms of technical needs.

    road6_original.jpg

    This is a movie still from the movie "Road to Perdition."

    Let's take this at face value.

    There's car. There's a bunch of black silhouetted bodies. There's a couple buildings to the side. There's rain. It's blue-ish in lighting.

    It seems whatever just reading it, but looking at it, even without the context of the movie, I feel like it's a powerful image for several reasons.

    1) The only standing human figure is the man near the car. The rest are on the ground, bringing focus to the ONLY individual standing. You're left wondering what happened.

    2) There's a visual weight that's erring towards the left side because of the mass size of the car taking up the frame. You're feeling this sense of asymmetry.

    3) The frame is obeying a rule of thirds. Notice how the focus of the image, the standing man and the car, is standing on the upper left intersection of a Rule of Thirds graph if overlaid on top of the frame.

    4) A sense of depth is simply added because there are small YWLLO lights in the background. You can't see the building in the back too well, but you know this is a long street simply because of those lights. Long street, a long way to go, a long way to run, perhaps nowhere to run since this is all laid out in the open on what seems to be a street. No escape. Just rain.

    6) There's really only 4 light sources in the frame, but it's being used very effectively to lead your eyes to focal points and disseminate depth information.

    Notice I didn't take any time to discuss how accurate the car looks, or if the coats the men are wearing is materially defined. As a game player, or just as a visual consumer, your initial couple of seconds rarely contemplate specifically those issues. You're more worried about where to focus. This is what good design does in some ways.

    Study the discplines of composition, how to light scenes, why silhouette matters (and not just with individual objects, but whole scenes). It's these ideas that push really nice looking environments to environments that asked to be explored.
  • joe gracey
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    joe gracey polycounter lvl 11
    lotet wrote: »
    take a look at these two talks by Andrew Maximov from naughty dog.
    he kind of talk about the same stuff in both videos but they are TOTALY worth the time to watch.

    he basically answers all the questions you mentioned, kind of weird actually, they are pretty much tailored for what you just asked xD

    https://www.youtube.com/watch?v=BqZzxAmlKP4
    https://www.youtube.com/watch?v=UX2PzNHwabE

    Fantastic videos!
  • ScottHoneycutt
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    ScottHoneycutt polycounter lvl 14
    beefaroni wrote: »
    ..."Is really good lighting make a big difference as well?"

    No, you should have terrible lighting :D

    Of course good lighting is important.

    I think you really need to start posting your work here so we have an idea of what you can and can't do. Just talking is pointless.

    +1. Make art. Post it for critique. Don't be afraid. Do it. Get critiques. Make everything as good as possible. There isn't one thing that has to be good and the rest can stink.

    As for telling a story, ask yourself what the environment is for, the purpose of everything in the scene and the way it all comes together in unity with itself. That's vague without seeing your work to see how you may or may not be doing so.
  • kevingamerartist
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    kevingamerartist polycounter lvl 6
    beefaroni: I do remember posting that a little while ago that I was going to post my work, however I'm still working on my environment, so I'm not ready to show it yet. I will post screenshots of my environment hopefully sometime soon.

    lotet: Thank you for the videos. I don't have enough time to watch the whole amount on both videos at the moment, but I will definitely watch more of these later.

    Thank you all for the information so far, I appreciate it :)
  • beefaroni
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    beefaroni sublime tool
    beefaroni: I do remember posting that a little while ago that I was going to post my work, however I'm still working on my environment, so I'm not ready to show it yet. I will post screenshots of my environment hopefully sometime soon.

    This kind of goes back to the original post.

    One key to making your work stand out is being very open to good critique. If you never post in progress stuff your work will likely not be as good as a result.
  • commador
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    commador polycounter lvl 14
    ...however I'm still working on my environment, so I'm not ready to show it yet.

    Show it now. Trust me, the best way you can get good feedback and build your skills is by showing work early on. Don't fall into the trap of holding back until you feel its "ready". Everyone knows the process. Beautiful work doesn't just happen in an instant so you shouldn't be afraid of showing your work in a rough state.
  • WarrenM
    Also, if you wait too long you run the risk of getting too attached to what you've created so far and become, even unconsciously, resistant to feedback. Show early so you aren't married to your decisions.
  • kevingamerartist
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    kevingamerartist polycounter lvl 6
    So I have taken some screenshots of what I have so far, but I won't be able to post them until later tonight after I get home from work.
  • kevingamerartist
  • kevingamerartist
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    kevingamerartist polycounter lvl 6
    Here are the rest of them:

    Sorry for posting them like this. I need to create a better website for my portfolio work than the one I have right now. However in the future once I have a new portfolio website up, then I'll start posting my screenshots there.

    Feel free to let me know what you all think. Any feedback is much appreciated. Thank you :)
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Make a Pimping and Previews thread!
  • beefaroni
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    beefaroni sublime tool
    Ya. Also imgur is free and easy to use! That way the images can be larger on the page without having to open each individually.

    When you get imgur, just link the image like

    IMG]  (no space on that last slash)
  • kevingamerartist
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    kevingamerartist polycounter lvl 6
    beefaroni: Okay, I'm gonna test that now.

    Here:
    92EiBLE.jpg

    R9pDWuh.jpg

    iLdZaZF.jpg

    OrT66JN.jpg

    pzZvfEi.jpg

    SSYgGvM.jpg
  • mats effect
    As JadeEyePanda said you should make a topic and post work here http://www.polycount.com/forum/forumdisplay.php?f=42 best place to get feedback on your work.
  • kevingamerartist
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    kevingamerartist polycounter lvl 6
    mats effect: Okay, I understand now what both you are saying. Cool I'll make a thread in a minute.
  • lotet
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    lotet hero character
    Awesome. Now make a thread in the art dection and link it here :)
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