Hi!
My name's Byron. I'm a game art student from a town called Wollongong, just an hour south of Sydney, Australia.
I'm starting to build my portfolio so that I can get a job as an environment artist, so I thought I'd post the progress on that here, maybe get some advice and critique from the great artists here. You can view my current (limited) portfolio on my art station profile -
https://www.artstation.com/artist/blin_turnI have 3 "dioramas" or vertical slices of environments that I'd like to make initially.
1. A realistic, contemporary environment section.
2. A sci fi environment section.
3. A medieval/fantasy diorama.
The software that I'll be using;
* Substance designer and painter
* Modo 10.0 Indie
* Unreal Engine 4
* Zbrush
I think I'll start with my idea for the realistic contemporary diorama.
This image is an abandoned train tunnel near where I live. Inside, bright blue glow worms cover the walls and ceiling. And outside... well, you can see from this image that it is quite a beautiful place!
This isn't my photo, just one that I'm using for reference. I'll be heading over there again this weekend to take some more in depth reference shots.
I'd love some feedback on my ideas, and of course my progress as I go ahead with the project.
Thanks
Replies
I decided to start with the hero asset - the tunnel.
As you can see, I've already gone ahead and textured it. I created the brick material and the shiny moss material in substance designer. The other grunge textures are standard substance painter ones.
The asset was modelled in MODO.
Next on the agenda is to create the train tracks. After that, I'll start on landscape with materials and finally foliage.
Not sure how accurate you're wanting to go though. One last thing I'd point out is that top part of the tunnel are in small "steps" instead of just extrusions
Good luck, keep updates coming, I would love to see them
As for the brick size, that was a conscious choice. I felt like I might lose too much detail in my main render with the bricks being any smaller.
I'll revisit it when I finish with the tracks.
Thanks haha! I will keep it updated
Made and textured some modular tracks. Been playing around with layout in UE4, with some atmospheric fog effects.
Obviously just skeletal at this point. I still have to make rocks, plants etc.
About vertex colour, I would have used it if there were more than one of those in the scene, but since I only need one, I figured I'd just texture it the ol' fashioned way. I'll probably use vertex colouring on the rocks abd cliffs.
Would you recommend that I paint the mask for the wet moss by hand?
Me, I would make this modular. I would paint everything in 3D Coat. And you can be deliberate with where everything needs to go.
BTW, thankyou for the feedback, this is really helpful!
I've sculpted these rocks, but will be making new rocks that fit a little better. I think they need to be less round and have more hard angles. All in all, it was however a great test in sculpting technique and substance designer workflow for texturing.
I actually sculpted out some more... photographically correct rocks this afternoon, and I'm texturing them in SD as I type this. Updates incoming!
Im pretty happy with the texturing in substance designer. It could use some more green in the engine I think, but I'll probably use decals to get all that delicious moss onto the rocks.
I know it looks really monotone right now, but hopefully all of the foliage will help that somewhat.