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…
Hi there I'm currently creating a number of assets for a project. I'd like some ongoing feedback as I create this stuff over the next couple of months. This armoured van (based on the lenco bearcat - not shooting for an exact replica) is for a cinematic, and will only be baked down later. This is the shot, with the camera…
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…
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…
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…
Hey man, not sure I can add more insight after what these other PC'ers have already said. Currently trying to move up in the env artist world myself. Just wanted to say I've admired your posts both here and on our CA art group, and hope to see more of your awesome work in the future. I also propose grabbin beers at GDC…
If you feel this is something you don't know. Make an effort to learn it. As far as your concern being an Env Artist. It depends where you want to work. Smaller studios require you to do more things. While some bigger ones have people specialized in specific things. Like just modelling or texturing. Knowing how to do all…
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,…
For you to make a quality environment art piece for your portfolio, you're going to need an overall concept for the scene, a unifying painting (or two). This is why we use concept art in game development. This list of individual texture choices isn't going to cut it, because your env will end up looking like a hodge-podge,…
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.…