Hey everybody what's crackin?
I want to get a job by the end of this year as an environmental artist and just wanting to know the best way to dedicate my time.
I work a salary job and have cut back my days so I now have 3 days off a week. So I'm going to be aiming for at least 30hours a week of solid work.
I was thinking that I should aim to have one full piece completed a week or would it be better to focus on 2 or 3 major pieces for the year. What would companies look for. Smaller more frequent pieces would allow me to have a more varied portfolio but fewer pieces would in theory look a whole lot better.
I used to teach drums and would tell my students that there is a difference between playing and practicing and I have converted that to my 3D aswell making sure I continue to learn from tutorials while pushing my self on personal projects.
My weaknesses without a doubt is texturing and lighting. For an environmental artist how essential is it to be great at lighting?
Replies
I also don't think small pieces vs large pieces matters that much...it's the art quality, and that can be spotted easily from a handful of stuff. It's like applying for drumming for a band - should I play some small riffs or one long passage? If you have problems with keeping a beat it will be noticeable in either case. :P Also, try not to limit yourself to one week per asset, try to make it look as good as possible without regards to time.
When you are looking at a concept, really think about how much work you would need to do. Try to calculate how many textures you will need to make. If you've never made a wood floorboard texture before that could take a week itself to make something that's really convincing. Think about how many assets are in the scene. How many hero assets?
In terms of your weakness with lighting that you mentioned. I feel that small environment will be quicker and easier to light. Good lighting can really make or break a piece. I think if you do small pieces you could have 4-5 really solid environments finished in a year.
Good luck!
Use a real time engine to showcase your work (I recommend u4 personally, practice basic shaders). No vray/mental ray stuff.
Take concept art or a photo reference and work from that. Next, gather "target quality" references which should be the quality you are aiming for. This can be an existing AAA game or maybe the works of a talented artist. Sci fi? Halo. Fantasy? Witcher 3. Hand painted stylized? Diablo 3, WoW, Riot. etc.
Keep hammering at your work until it looks at least as good as your target. It can be difficult to see what's off sometimes so it's a good idea to post on Polycount and get more eyes on it.
Expect to do more than one iteration on an asset. I had to do a mountain piece for my latest work and it took me 3-4 tries to get a decent sculpt going (using completely different approaches to see what works best) and the texturing required a lot of back and forth as well. A lot of people just say whatever, put it on polycount, receive a bunch of replies saying how they need to start over and pretty much delete their accounts. Don't be that guy. Be the guy that's never, ever happy unless your work looks like AAA work. That's your target.
25h every week until the end of the year is a LOT of time. As long as you work as hard on your 50th week as you did on your first, you will be in the top 0.1% of artists.
+Eat3D has some good tuts too. Digital Tutors is good for just pure information (if you are learning new software), but their modelling/texturing quality isn't the best.
It would not hurt you to be good at lighting.
I just bought a tutorial at gumroad by an enviromental artist that worked on God of War. It looks absolutely perfect for what I want to do.
I can model very quickly but the texturing is what really slows me down so I will make sure the smaller scenes really focus on me pushing my self to perfect different material types in each scene.
In addition to rendering in engine, is there a reason that is preferred over multi pass render in maya and photoshop? Wouldn't it be best to show it off the best it could be or is it to show I can get it in engine?
Lastly does the polycount google hangout still work. It seems to fail anytime I try to connect.
When it comes to styles. I do appreciate hand painted assets and think they look great but I have no real interest in it. Should I work on being at least being competent in the field with one piece showing I can do it or is it ok to focus on just one style.
Thanks for any thoughts on this.
Focus on telling a story.
That first shot of a church is thematically empty. Make it a wedding celebration or something. Fill it with flowers, banners, rose pedals on the ground, and invitations sprawled over the floor. Do something to make it memorable.
Focus on replicating real-world assets.
Your windows are drab plain and boring.
I did a google search and found this in 5 seconds:
Classical Church Pews:
You should be doing a LOT more with the modelling.
Work on your lighting+composition:
Learn about staging, learn about composition, balance, etc.
Find out how to create a mood through lights, or tell a story.
What time of day is it? What season is it? Is it raining or sunny, or a stormy Night?
My Advice is just start making a new piece, and base it purely on observation and don't skimp on details.
Make a street scene. Show cans of garbage on the ground, make sure the can has the label on it, where it shows the ingredients and barcode.
Make every single detail on that street, and make it a very specific street in a specific city.
Make more art!
The church scene I built for the Cerebus fan film and was asked to recreate the one from the comic. It was to be absolutely clean and holy.
I have attached some shots to show what I had to make. Some one else will be doing the lighting and adding in the people etc.
I also attached an earlier render to show the back and side where the windows do change up.
There were some pretty strong artist's that worked on this.
I don't want to throw them under the bus, but their award winning project looked like this:
The advice I gave the artists was to REMOVE it from their portfolios.
I've since expanded that advice to say
Never use collaborative game project/film work in your personal portfolio if it's made by a bunch of hobbyists or students.