Hi my name is Jeff Pultz i have a lot of question about environment art and the pipeline of it. Would like some opinions or workflows from people with experience in that field.
A short intro. I have just started on a 3D school where we work with 3Ds max, before that i worked a little with Maya myself. I have 6 month at this school before I need to find a internship, so it's going quick but I are putting the work into it and working my ass of to reach my dream. I have always loved games and known i was going to work it it one day. When i got to the school it didn't take me long to know i wanted to work with environments and prop design. I have always liked the art style that Blizzard produced and some studios are going towards, the art that we call stylized, but more specific the style that is used in Heroes and the Storm and Overwatch.
So i was hoping that some veterans or people with a lot of knowledge working with environment art could share their wisdom with me. As a newcomer to this field. If someone that has or are working at Blizzard could share how it's done at Blizzard it would be a giant help, I'm not foolish and believe that i can get an internship at blizzard as the first job, but i want to aim for the best i can and work my way up in the industry.
The Questions:
- How is you pipeline working with environment art, and what programs do you use to create stylized art?
- Are you going like this "Modeling program --> zBrush --> xNormal/Marmoset toolbag 3 --> 3D Coat --> Game Engine?"
- Is Substance Designer a need to know for creating textures in the industry?
- Lowpoly --> UVW Wrap --> zBrush (for highpoly) --> bake normal map. Is that the work flow for getting the best result?
- When are you using to many programs and just over complicating things?
- Have any general tips on this?
And to get some points or on whats next i have some images of a light pole i have made in 3Ds max.
and would like to know what is the next step towards a stylized look, and if there are some pointers on how to model it better i would appreciate that too.
All your help is appreciate and sorry for the long introduction, felt
like it was necessary for the under standing of me being a newcomer and
so that you know you kinda has to "dumb it down".
The model
The UVW map made in 3Ds max
Thanks in advance.
- Jeff Pultz
Replies
I used to be an Environment Artist for games (>20 years!) so I put a lot of info here in our wiki. You should spend some time digging around in here. http://wiki.polycount.com/wiki/Environment
We have quite a few past & present Blizzard artists here. You should check out their post histories for good info about workflow etc.
http://wiki.polycount.com/wiki/Polycounter_Job_Census#Blizzard_Entertainment_.28Irvine.2C_CA.29
Off the top of my head:
https://polycount.com/profile/discussions/[HP]
https://polycount.com/profile/discussions/IxenonI
https://polycount.com/profile/discussions/Jessica Dinh
https://polycount.com/profile/discussions/Orb
As for your model, it's a great start! Though you can and should overlap UVs, to maximize texture space usage. Only make areas unique in the texture that absolutely have to be. You can reuse a ton, which means you get smaller pixels on the model, and more efficient memory use. You'll find examples once you start digging.
For normsl mapping process this might help
http://wiki.polycount.com/wiki/Texture_Baking
However I usually do this for personal projects and most professional ones:
1) make blockout in maya
2) make hipoly in zbrush
3) make lowpoly in maya
3) UV map in maya
4) bake and texture in substance designer or painter
The most important thing is to not worry about it too much. I used to use 3dsMax instead of maya. I used to use xNormal instead of substance for baking. It wouldn't worry me if I had to switch back. I could texture in photoshop instead of substance if I needed to. None of these pieces of software would change the way things look for most assets.
Yes - when I'm making the hipoly I'm also making design decisions about how an asset should look. So there's no point trying to lock anything down. The lowpoly has to fit the hipoly and not the other way around.
I would sometimes do what you're doing. It really depends on exactly what I'm modeling.
Like I said it's not important to have one workflow that you use all the time. You change workflow depending on the way you want an object to look.
If you dig into the Topics posted by the artists I linked above, you'll find similar examples of round floor pieces, and sometimes the breakdowns of how they're put together. Seek! And Ye Shall Find!
I suggest you give it a try modeling these shapes, probably in max, and then post your attempt in the "how do I model this?" thread:
https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking