I agree, both are important. My point was that I think composition and lighting are *more* important, as if you nail those you can get away with having sub-par assets. If you're lighting and composition suck, good assets won't save your scene.
hm, i was wondering if anyone could point out some good articles or tutorials about the composition itself, especially how it influences level design and such. I feel like a lack still on this area...Tnx!
I would say Lighting and Traditional art techniques are probably helpful, composition as already mentioned. There are tons of 'Art of...' books you could take a look at for reference as well as art for films to show effective lighting and atmosphere, etc.
Hey Zocky, you should check out World Of Level Design, I don't think there's much activity on there these days but there's some great tutorials and articles just about environment art and level design in general. Trawl around and you'll find good stuff there.…
* Tileable textures * The art of squeezing the most use out of a single texture as possible! * Creating your textures with consideration to the above from the outset * Definitely lighting - and its psychological effects - i.e. leading the eye, evoking mood * And as said before, composition! Get a camera and take some…
I agree here, even though it's awesome to be able to make super detailed meshes everywhere. If you're to make you're an environment (I mean, not a one-angle thing) you have to choose your battles. Spend time to detail the main pieces and leave the rest to less detailed and focus on composition, shapes, colors and overall…
Would you rather have a bunch of great assets composed and lit poorly, or some mediocre assets with good composition and lighting? Slap those high-res textures and DX12 shaders on assets as much as you want -> if you can't make a good looking level with them you've ended up with something arguably worthless.
Since I'm a student I would probably do all of the steps myself when it comes to the environment creation. The things I have gather so far is that I would start with Preproduction following the guide from the book Preproduction blueprint: How to Plan Your Game Environments and Level Designs Tutorial that is available at…