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Environment Art Test

AndyLittleton
polycounter lvl 10
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AndyLittleton polycounter lvl 10
Here is an environment piece i've been working on.

This is vertex lit with some lights in the scene. real time hardware render. I tried doing high quality mode with normal maps but maya 2008 doesnt' handle anything over 15k tris to well with normal map mode so i decided to stick with vertex lighting. My next environment i'll use the unreal3 engine.

Comments, Critques, paintovers welcome

restaurant1.jpg

restaurant2.jpg

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  • AndyLittleton
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    AndyLittleton polycounter lvl 10
    oh ya forgot to mention here is the reference i used. This was actually an art test from cryptic studio to make an alleyway of anykind. They wanted it done in 1 week but i took longer and they already hired somebody else and im 2 embarrrased to turn it in. Oh well lesson learned. I gota do less expierementing and stick with what i know to get it done faster. Im a fresh graduated from art school and we had 2-3 months to make environments.

    Alleyway.jpg
  • Oneil
    I like it . though, the curtain things hanging from the walls are missing base support, the lighting it's washing everything off I know this is a screen from the viewport so that might be the problm, textures seam too repetitive on the walls, window frames look too clean besides that the Low Poly work looks good, if maya cant handle Nmaps over 15polys. the at least u could do its give us a nice Render to give a better Idea of what u have in mind
  • Oneil
    u should still send in your art test eventhough it took you longer it will show that you carried it all the way to the end which shows dedication.
  • timwiese
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    timwiese polycounter lvl 9
    It is nicely done but there are a few things that I notice that may need to be touched up.

    - The door frame and the windows look like floating geometry over the wall and don't look like they are actually part of the building. In the picture it looks like the door frame and window are actually cut into the wall and are popping out from the wall very little. Plus in your scene there is no shadows or very little on the brick where the door and window frames are so it gives the illusion that they are not part of the building.

    - the bricks used on the walls are too consistent and noisy and I don't think the quality of the texture matches the quality of the rest of the scene.

    - the scene seems to lack any specular, the ground which in the picture has a very prominent shine, in your render, it just looks flat ( it may be because we are view the ground at such an extreme angle as well.

    - The Picture you used as reference also has a deeper field of view which gives a better sense of depth where as in your render everything looks a little more boring because it is shot with such a short field of view.

    - Also you may want to work on your lighting setup, I'm not sure what the specifications of the art test were but a nice thing would be to achieve something closer to what the picture actually has, by using using some sort of sun with indirect illumination and other tricks.

    Take what you will out of my comments, I am no expert. I just do see a lot of potential in this scene that is not fully realized yet.
  • stimpack
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    stimpack polycounter lvl 10
    oh ya forgot to mention here is the reference i used. This was actually an art test from cryptic studio to make an alleyway of anykind. They wanted it done in 1 week but i took longer and they already hired somebody else and im 2 embarrrased to turn it in. Oh well lesson learned. I gota do less expierementing and stick with what i know to get it done faster. Im a fresh graduated from art school and we had 2-3 months to make environments.



    Welcome to workn life! Things have to get done fast, and good. So yea, missing the turn in date on a art test will deffinately get you passed over. But its great that you did finish. You should keep time in mind on your next personal piece and see how fast you can do it. Keep trying to push the speed while keeping quality on the rise too. Shortcut anychance you get. I graded from art school with the same problem. Fist gig I landed wanted stuff in a mater of days, not weeks or months.

    Looks like you have the jist of what your doing. Things i dont like are.... Your specular seems low at best. In the reff pic, the stones on the ground have a nice lighting, and reflection. The wall texture you chose is a bit too flat. The corner on the wall is really sharp too. Walls are very lowpoly in general, so take the extra tri's and bevel corners and smooth the groups. It wont push your count up very high at all.
  • oobersli
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    oobersli polycounter lvl 17
    Im a fresh graduated from art school and we had 2-3 months to make environments.

    Never an excuse to stop making environments. Keep on makin stuff. Your work is going to get you a job, not a degree.
  • chrismaddox3d
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    chrismaddox3d polycounter lvl 17
    i did a art test for a alley way for cryptic studio once,
    it was for a more comic style one ref they gave me,
    i turned mine in on time,
    never heard back from them,i suck i guess,lol
    Chris
  • GOBEE
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    GOBEE polycounter lvl 10
    Dude.. whether they hired someone else or not, you should turn this in. No time to be embarrassed. These tests help you learn. Show them the amount of effort you put into that. Take the crits you got from this forum, follow through on their ideas and then send this in. Even if you don't want to change anything, just send it in man. Studios will not pass on a good artist if they see one. How do you know you're not that guy? Doesn't hurt to try man. I like what you created.
  • Kawe
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    Kawe polycounter lvl 8
    I'd darken down that background a bit more for a more comfy feeling :) Late evening dinners ftw!
  • AndyLittleton
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    AndyLittleton polycounter lvl 10
    Thanks for the advice everyone. I pretty much agree with everyone. Most of these changes are fast fixes.

    Ya you guys are right I should turn this Art test in even if it is late. At least they know I didn't quit and it will look better in the future if I reapply for a position. I'll probably apply to them again in the future after I pick up on more expierence and speed.

    I'll post an update of my progress tommorow
  • Oneil
    hey andy I took a peek at your website , your helicopter looks awesome man I would recommend you to work and focus more on vehicles a little more then environments.
  • Zephir62
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    Zephir62 polycounter lvl 12
    Oneil wrote: »
    hey andy I took a peek at your website , your helicopter looks awesome man I would recommend you to work and focus more on vehicles a little more then environments.

    hot damn, I second this. The game industry isn't so focused anymore.. if you have a specific art talent such as vehicles, foliage, environments, characters - you can get a job just doing that. To be honest, your vehicle work is top-notch and your skillset there appears to be pretty established, while your environment work is sorely lacking. Stick to what you do well.
  • killingpeople
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    killingpeople polycounter lvl 18
    your first image made me think of cafe at night, by vincent van gogh
  • AndyLittleton
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    AndyLittleton polycounter lvl 10
    Okay I took the advice of everyones pretty much and made these quick changes. Let me know what you guys think? An improvement?

    The only advice I didn't listen to is sticking with vehicles and ditching environments. You guys do make solid points about sticking with what ur good at. However when I was looking for jobs I feel in the industry there is a huge demand of environment artist much more then prop vehicle artist. Environments is very hard to be good at thus making it a big demand, and I like the challenge :)

    If my evironments do suck that bad then yall i'll stick with vehicles and props. But if i have potential in doing enviroments then i'll keep pursuing it.
    restaurantFinished2.jpg
    restaurantFinished3.jpg
    restaurantFinished4.jpg

    restaurantFinished1.jpg
  • Jeremy Lindstrom
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    Jeremy Lindstrom polycounter lvl 18
    the image your using as the background is still all pixelly too me looks like it's spotty but nice improvements and maybe since it was a test lets see some wires/texture sheets to see how you handled your polycounts? If you want crits on the whole schpeel.
  • whats_true
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    whats_true polycounter lvl 15
    You have to much glow illuminating from all of the lights. It looks cool for a couple of things, but over using it makes no sense in certain areas (specifically the back ground).
  • adam
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    adam polycounter lvl 19
    Work on the background image so that theres some fidelity in its colours vs. the colours in the rest of your scene. The bright blueish purple doesn't work.

    Other than that, fantastic piece man.
  • rooster
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    rooster mod
    looks pretty good to me :)
  • Kawe
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    Kawe polycounter lvl 8
    You need to update the sky lights in the scene... maybe you did? doesn't look like the same as the sky color.

    very nice improvements :) good job.
  • Armanguy
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    Armanguy polycounter lvl 17
    nice job man looks ace no crits :)
  • Talbot
    That looks sweet! Keep it up
  • Baddcog
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    Baddcog polycounter lvl 9
    I think it look pretty cool, the second set is even better.

    One thing that really bothers me though is the balconies above the table.

    They just seems to packed in and really clutter the scene. I say delete every other one and it'll open it up alot and let it breathe. You still won't be able to see alot of wall but you'll get more bricks and airspace instead of a solid row of balconies. The ref pic only has one small one and a larger one a ways back.
    I also think that the ones without the railings look odd because they look like they are big enough to occupy, but not safe enough to be on. The small plants on them looks slightly contrived, like 'I gotta fill this somehow.

    Possible make them alot smaller for plants, more like a window seal and the supports smaller too to contrast the large ones, but I still think it would be best to just delete them.

    Plus alot of apartments like that will only have a balcony half as wide as the apartment. It lets the tenants have a little personal space.
  • AndyLittleton
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    AndyLittleton polycounter lvl 10
    Baddcog wrote: »
    I think it look pretty cool, the second set is even better.

    One thing that really bothers me though is the balconies above the table.

    They just seems to packed in and really clutter the scene. I say delete every other one and it'll open it up alot and let it breathe. You still won't be able to see alot of wall but you'll get more bricks and airspace instead of a solid row of balconies. The ref pic only has one small one and a larger one a ways back.
    I also think that the ones without the railings look odd because they look like they are big enough to occupy, but not safe enough to be on. The small plants on them looks slightly contrived, like 'I gotta fill this somehow.

    Possible make them alot smaller for plants, more like a window seal and the supports smaller too to contrast the large ones, but I still think it would be best to just delete them.

    Plus alot of apartments like that will only have a balcony half as wide as the apartment. It lets the tenants have a little personal space.

    Ya I think your right. The balconies do look too repetive and cluttered. It could definetly use some breathing room.
  • doc rob
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    doc rob polycounter lvl 19
    As others have said, turn it in for christ's sakes. It can't hurt.
  • AndyLittleton
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    AndyLittleton polycounter lvl 10
    doc_rob wrote: »
    As others have said, turn it in for christ's sakes. It can't hurt.

    Yes I have turned it in this morning. That just feels like the right thing to do even if its late. I would say i learned a lot through an art test. On how to optimize my time and workflow better.
  • bluekangaroo
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    bluekangaroo polycounter lvl 13
    just curious how late are we talking here?

    That chopper on your site is SICK
  • GOBEE
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    GOBEE polycounter lvl 10
    I understand what you are saying about being an Environment Artist as opposed to Vehicle Artist. I have never seen a job posting specifically for Vehicles only, however you can be an Environment Artist and "specialize" in Vehicles. Cuz, everyone is right Andy, that helicopter is ridic! Yea, I said ridic. So ridiculous it doesn't even need the ulous. If you can get the quality of your helicopter to shine in your environments, your golden man! I'm a bit jealous, I don't think I could create that helicopter as well as you did.

    With this background issue, switch to something darker, closer to black/midnight sky. The purple and the moon throw this off. And then move onto something else. I want to see what you do next.
  • Oneil
    Hey andy meant no disrespect, it's your choice of course you can chose what you like to do, if you want to head into the Environment direction that's great I was just pointing out that your skills on your chopper are clear that you have a solid understanding of paying attention to add detail where it goes I listen to
    (GOBEE.) If you can get the quality of your helicopter to shine in your environments, your golden man!
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