If you're doing environment concepts for a room that will actually have gameplay, paint over a grayboxed room and/or after having talked to design to see how the room needs to work. Otherwise, we all ooh and ah over a beautiful environment concept, and then immediately trash everything except a handful of elements that we…
General rule of thumb: 1/ Don't make impossible shapes. Things don't have to line up perfectly in an ortho, but as long as they roughly work, then it's fine. Leave the non-euclidean stuff to the designers. Generally if you can sketch out a few views of different components or sub-sections it'll weed out the impossible…
Hey thanks everyone :) Especially ChaoeEidelon's enthusiastic post, makes me feel welcome. So things to remember for me from this is to keep your ideas practical within the scope of the game, understanding the limitations of the engine or mechanics and balancing the distribution of geometry/bones/skinning data where you…