[ QUOTE ] One Enviro artist normally isn't resposable for everything you see on the screen so its not as easy to pimp as a character. "I did the three buildings on the left, but only textured two of them, oh and the street lamp and the rubble pile are mine". [/ QUOTE ] I'm not talking necessarily about art made for a game.…
Great characters in shitty looking environments makes for a bad looking game. Great environments with shitty looking characters in it make for a bad looking game. There needs to be a consistency in quality throughout the game for it all to come together well. Depending on the genre, there might be a bit more emphasis in…
Environment work is more typically done with proprietary systems and tools for a given game. For example, Unreal's use of terrain, structures and static meshes is probably very different from the BF2 engine's use of similar tech. Lighting systems can get very complex. It's hard to just create an environment for a game…
yeah, great read Ror. I find it quite strange how hard it is to find really talented dedicated environment guys. I mean particularly when obviously, quite literally, the environment *IS* the gameworld that you play in and experience. It is odd that character work is sometimes seen as the glory work, but I certainly…
It came up in Strangefates post http://boards.polycount.net/showflat.php...;gonew=1#UNREAD in pimp/preview section that there are very few that are interested in environment work in the ganes industry. Env work has always been regarded more as the shit work or the work that people use as a means to traverse to a position…
To be clear, I'd like to avoid this turning into A takes more skill than B, or B is more important than A. If you'd like to brow beat, you have the option of starting another thread. I'd like to stay on the subject of 'environments are more interesting than you might have considered'. To contrast Fate's approach to…
I kinda disagree that someone who can do characters can do architecture just as well. I've seen decent and pretty good character artists get stuck on architecture, not knowing how to proceed, either because they were way over their heads with the scale they had to work and think about, or because they didn't know what to…