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Proper environment presentation?

polycounter lvl 12
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Will Faucher polycounter lvl 12
Hey,
I've been looking around for ways to properly present my environment for stills/demoreels. I know that a proper presentation can really make a massive difference to your final result.

Which is why I ask, are there any good rules of thumb to follow when presenting an environement properly? Could some of you post links to the best presented demoreels/stills regarding environment art?

Thanks in advance!

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  • Eric Chadwick
  • Eric Chadwick
  • Will Faucher
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    Will Faucher polycounter lvl 12
    Thanks for that! Helped alot!
    I have another question. I am working on an environment and I can't decide which artistic style I want to follow. I looked at Robert Briscoe's work, and I love how photoreal one of his environments are. But at the same time, I don't like how blatantly photosourced his textures are.
    What is more appealing to a potential employer? Stylized textures? Photoreal? Look at Adams evil genius environment for example, it is looking absolutely gorgeous but it isn't photosourced to death.

    Thanks for the help! Greatly appreciated!
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    That just depends on the developer, Prophecies. Obviously if you're applying at Blizzard, you have to be able to create that style of texture. A lot of places I've applied at specify which style they are looking for (ie; realistic). If there's a particular style you like I'd say focus on that. If you have no preference, then I'd suggest having examples of both in your folio.
  • Eric Chadwick
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    Depends on the employer, unfortunately. Some like a painterly style (Blizzard), others like gritty realism (Dice).

    I would recommend doing the style you're most excited by.

    You can always do other styles later, to fill out your portfolio.

    edit.. great minds!
  • Mark Dygert
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    I think the key is the difference between photo ref'ed and photo sourced. Even the places that want realistic textures don't want it to look like a quick photo sourced texture.

    Any env artist worth their salt will take care to remove shadows and highlights from any photos he/she is using. removing the obvious lighting inconsistencies that scream photo sourced. They might even do like Adam does and heavily retouch or use it as a base to start painting. How far you take that depends on the game and the company.

    I think the key in both cases starts with good ref. There are a few places that have good photo ref and of course if you can take it yourself on an overcast day, well, hot snot you get what you want.
  • Will Faucher
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    Will Faucher polycounter lvl 12
    Gotcha. Thanks guys. This is for my very first piece. It's for my demoreel that I am making for school. It's the end of year project. So since this is my first full scale environment (not just props), I don't have the luxury of aiming towards one particular developer. I'm just trying to land myself a job. Any job.

    Thank you so much for your help, both of you. You've helped me alot in the past, and I appreciate it!
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