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I have been working on a recreation of
Mike Murrill's Lockout for little while now and I am finally happy to post my WIP for the project.
As well as it been a study I have been working in competition between my friend
Josh Schmitt to see who could produce the best end result.
I also through the study have tried recreating some of the original assets and trims from the
Paul Pepera,
Derrick Hammond and of course
Mike Murrill.
Replies
You can't really put those renders on your portfolio, because people know that somebody else created the original and it won't make you look very good.
Sorry if that sounds harsh. It looks like you have a good base now to start creating your designs.
I've started incorporating my own stuff in there, the whole back room I came up with also making some of my own trims now just to suit the level.
but I will take your advice, I will try and come up with some awesome designs for you. I just wanted to use this scene to kind of raise my quality bar, you know, but I get you and I will keep that in mind.
a small update still have a few place holders
Many art schools require students to do an exercise called a Master study or Master copy, where you literally try and copy a piece as accurately as you can, so that you can learn how the best of the best created something.
It's not an inherently creative exercise, but it has value in that you will learn a lot from trying to recreate someone else's work as accurately as possible.
I do agree that learning to design your own pieces is a much more valuable skill. But you have to learn how to model properly first.
It might not be appropriate to put these in your portfolio if you don't make enough changes to differentiate, but ultimately you did model these yourself - whether or not the design was your idea. Most of the work we do is based off concept art anyway, so how often is something entirely your design (unless you are godly like Snefer)?
Doing what you can to make it your own is always important, though.
I agree with this, if the original designer had an issue with me using a recreation in my portfolio I am happy to take it down. As well I want to try and match a standard as best I can as I want to raise the bar when it comes to standards of my work. The whole purpose of this environment was to give myself a standard and also to learn more about the environment creation process I am nowhere near done yet, but some areas of this map look no where near as close as the original.
I agree with that , but I as I stated before I wanted to incorporate some of my own ideas as well. I have been studying into numerous artists and games.
examples like vitaly bulgarov and deus ex
but I know what both sides are saying and I completely agree, but I did state that these were recreations and link to the original artists and pieces.
most likely I will take this out of the folio when I have something much better to show off that was completely of my own ideas.
You are nailing it btw. As of now I do not really have any crits !
I see no problem picking a game, picking a section of said game and recreating it verbatim or even altering it in some way. If you were a game designer and "designed" a level that is exactly a copy of an existing level and called it your own that is a different story. What you are doing is not designing this level, you are creating the assets of the level as a way of saying you can re-create an existing level from scratch from an artist's perspective.
The best example I can give is if a character artist created Predator. Did the character artist design the character? No. Did they create the character themselves and pull off the level of quality required to impress the viewer? That is totally fine.
You are doing a great job, keep at it. This will be a great portfolio piece.
I agree that being able to design & build your own scenes is something that is really valuable but there is absolutely nothing wrong with building off of another artist's work (concept art, screenshot from a finished game, whatever) as long as you make it clear that the piece was based on someone elses concept or that it's a recreation of some kind. Also depending on the type of job you're applying for your employer won't care how well you can design your own stuff. They are paying you to help them bring their vision to life not your own so it is extremely important to be able to recreate something from reference material or screenshots in this case.
did a little more texture work and also some updates to the lighting
A few examples: (minus the trees in front)
Color pallet on this image is all wrong, but the feel/shapes are a good direction.
This one....I like the flooring but don't care too much for the wallpaper (those photoshop like lens flares....yuck, something more subtle for the planets would be good...see below.)
It's 30 bucks, but it'd be a great starting point.
Or for extra credit, use concept from the Halo 5 art director and nail an image/vista/scene as follows:
Or my personal choice: (don't forget you'd possibly be able to see other parts of the structure while being inside this space.)
Good luck, this is gonna be cool.
the tiles I made are baked down to texture, and then reused across whole level, I have other tiles, literally almost everything in this scene was tiled there a very few unique asset that were made in high and baked, just the door and one other piece, everything else was made with trim sheets and tiled it across the scene
going to use the opportunity to learn substance workflow!
thanks man yeah mood was a big thing for the scene and I totally agree with adding some pieces outside and I am currently coming up with ideas for assets I want to put out there!
Might be nice to show more of the installation in the exterior too, so you can see how embedded the installation is in the landscape. Perhaps a couple of long corridors extending like arms with doors opening to the outside or something.
Also, I think those railings need to be embedded a bit better. Just some holes in the floor trim, or perhaps just a flat piece of metal they sit on. Or perhaps they clamp onto the lip of the trim.
Looking much nicer though, great work so far!
Original Mike Murrill: http://www.mikemurrill.com/images/digital/halo4_lookout_machine13.jpg
Redesign by Josh Dina: https://www.artstation.com/artwork/halo-4-fan-art