Hi everyone! I've recently finished working on my first (small) environment project, and i wanted to get feedback on it. I wanted to create a contrast between lots of foliage and old machines/objects, and was at the beginning inspired by The Last of Us because i really like the destroyed and abandoned look. I would really…
Been working on this scene for a couple of days now. Got the blockout done and got most of the elements in there, so im off to make high poly models and textures. The concept art (I don't know who made it, can't find which website I grabbed it from either..): In UDK: Ran into a problem though. My comp freezes and needs a…
tricks and techniques that allow you add layers of detail will help. Uniquely hand texturing every inch of an env is time consuming and inefficient, having a smaller set of resources that you use to build up the pieces is the basic idea, you just get more assets for the time and effort. Whole envs can be made with not that…
Mmmm, It's going to depend on the studio and it's workflows. Naughty Dog's texture artists for instance use it all the time for their textures. And i'm sure that peeps at epic do to. So without these exceptions, I would take a guess here and asume that ZB or MB usage is not more than ocasional for both env / prop artists.…
This is some really impressive stuff! I'm usually for saturated envs. But it shouldn't be very colorful just for the sake of it IMO. In this case I think the desaturated look work very well, especially since it's stayed away from the usual desaturated brown/beige that is SO common. I absolutely love the outside shots where…
Thanks for the assets! Indeed, the amount of sample does not change much, it looks like the artefact are more visible around the sphere poles. We are working on pre-filtering the env map but we'll take a look at this anyway (can't exclude their is a bug somewhere). FYI the metallic and specular shader are 99% the same,…
I also did a lot of stamping in Wolfenstein. It's the whole reason we have Megatexture, and it's like...painting on geometry after the env artist are done building it. My biggest stamping project was the whole rebel base chapter. So many different types of rooms, hangars, sewers. Big challange, but very fun. :D Some…
Looks really good, i've been really curious about the cinematic kind of workflow, i really only know the workflow of a game-env. Do you use some kind of cage-models for the viewport when composing the scene or how does it work? You aren't making low-poly models right? The renders looks really good too, everything looks…
The rocks look very low-res for a render. I would look into sculpting and/or displacement mapping. Check out the recent thread on modeling rocks. Lighting is going to play a huge part in this. You could look into HDR env lighting with mental ray. Also I would want to see some snow drifts at the bottoms of the rock walls,…
This. I was a generalist for several years, and don't feel like it ever served me all that well in the job market. You haven't yet started university, so there's plenty of time to get good and land a character art position. Just make sure you bust ass and post regularly. Justin said it well regarding not treating Env art…