bit of context for the BMW. Its really hard to make a car shader that sits well in most environments. The main reason I started doing the cars was to fill up the environments i was making, but then the scene can look too busy if you don't handle it right
Between full environments and props, I'd focus on the environments. Prop work can easily be outsourced, while a good environment artist that knows how to create those props AND put them together in beautiful, balanced and optimized environments is a very valuable professional
Hey guys, I'm here again with another question and dilemma that I'm confused about, I want to be an environment artist in the game industry. I spend a lot of time focusing on props and such for my portfolio and I look at other artists portfolios and I love seeing the environments on there as well as on here that people…
We've all seen the fantasy castles with insane proportions, run-down, realistic modern urban environments and most things in between when it comes to game environments. If I wanted to start modeling, texturing and lighting an interesting environment that you've never seen before, what theme(s) would put me on the right…
Then there's the whole "what came first: the environment or the 'level' design" Do you design some gameplay then build the environment around it, or do you build the environment and then play a game in it? As an aside to my obvious perspective - a community Quake map is often a new environment for predefined gameplay.