Hello Polycount,
I'm thinking in give a try to environment which I love to see and explore in games but I never have tried it before. I have the UDK, 3DS MAX and ZBrush here, but don't have any idea where to start, which environment is more easy to start? I don't have 2D skills to draw my own concepts =/. I think that my main problem now is which environment start, and then I will search for concepts and references.
I know it sounds like a dumb question, but I want some advices
...
Sorry for my bad english.
Replies
i do believe that is why the sci-fi corridor is so damn fucking popular... you can make it out of a very small set of components and it can feel complete
Enviros tend to turn out more complex than what they seem, so try to think about the one that feels realistic to do 4 u and then make it even a bit smaller
Personally I am not a fan of making a "set of finished props" first, and then building something with them, but rather going from big to small - larger structures and architecture first and then dress it with details if u want to.
Beside a hallway (which is a good excercise indeed), a turntable diorama type of thing could be good too.
This is what I've done in the last few month and for myself, it make a real difference. Another thing to do is to put deadline for each list. With this two advice you will finish some project. If a element is to difficult or take too much time to make. Stop the project, start a small piece and get over the problem with this piece. After that, get back to your project.
Here a rapid exemple with a castle environment:
Essential element:
- A wall of rock
- A wooden floor
- A wooden celling.
- A door frame and a door
Pretty element:
- Painting
- Trophy
- Tapestry
- Carpet
- Different doors and windows
- Furnitures
- VFX
Unique element to get a fantastic & narrative castle level:
- Make some search to get your unique element.
Work hard and have fun
English is not my first language either.
how about
it may seam boring but it has some nice shapes materials and lighting and you wont be bogged down making assets
I like the idea of making a sci-fi corridor or a alley with a dumpster... I was trying to draw something :poly136::
SHEPEIRO, thanks man. I will take your advice and make that corridor.
Try one segment of that wall and the floor and tile the bad boy. Then when you have that all sorted, feel free to add extra stuff and expand on your foundation
As a former character artist who chose to do environments instead, it won't take long before you fall in love with making enviros
hehe, I hope so
There are half a dozen ways you can create this for different specs or goals and flex your technical know how (or use it to learn technical skills by trying new techniques).
When you have it done you could work on taking it to new directions like mentioned in previous posts, day/night, as well as play out other classic themes like post apoc closed and abandoned, zombie attack, underwater, ravaged by robot spider minions programed to extract the metals, earthquake damage, jungle taking back its environment, retro 70's 50's or 20's being updated to futuristic times.
You could practice story telling by thinking of a specific event then then helping the player/viewer to understand what happened. When working in the industry you often end up giving this kind of treatment to things you've already done. It's just a natrual part of story progression to evolve the elements over the course of the level/game.
Showing a few different senarios springing from this one simple but elegant concept would show imagination, range and demonstrate the necessary skills as well as be something slightly new and evocative that it would stick in the viewers mind. At the end of the day that's really want you want to have happen...
Btw, seen this, now its time to move to Pimping and Previews section
http://www.polycount.com/forum/showthread.php?t=98692