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Attention Environment Game Artist Professionals Pls Help

Thread: Attention Environment Game Artist Professionals Pls Help

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  1. shadowmonkey's Avatar
    shadowmonkey is offline
    Location: Glasgow
    Posts: 843

    Attention Environment Game Artist Professionals Pls Help

    Hi everyone I might be going back to University to do my Masters Degree.
    As I am a special case with inustry experience they are allowing to structure what I can do for the year.I have been asked to submit a detailed outline of what I want to achieve from the degree.My goal is to use the time given to allow myself to learn next gen pipeline and tech of environment art using MAX,Zbrush,PS and UDK.I have spoken to a few people and most suggest that I stick to environment art since its what is mainly on my portfolio now.

    I have an idea of what I need to do but was wondering what you guys would write in a wish list of things to learn to get a job as an environment artist.I am especialy keen to hear what anyone in the industry would suggest in a list of key elements they look for in an enviroment artist and what skillset they need.

    My basic plan will be to spend a year making a environment from concept (mine or another artists work)
    If anyone has any suggestions of a good example for this project feel free to post,,,

    Thank you for your help
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  2. chrisradsby's Avatar
    chrisradsby is offline
    Location: Runcorn
    Posts: 271
    This discussion is already happening in another thread, and I don't want to be like that but one year for one environment is a lot of time. You could get a decent portfolio with at least 5 really nice detailed and varied environments in that time.
    Reply With Quote Reply With Quote #2

  3. shadowmonkey's Avatar
    shadowmonkey is offline
    Location: Glasgow
    Posts: 843
    thanks Chris
    Reply With Quote Reply With Quote #3

  4. chrisradsby's Avatar
    chrisradsby is offline
    Location: Runcorn
    Posts: 271
    No problem dude, I try to help out. Good luck with the learning!
    Reply With Quote Reply With Quote #4

  5. LowRez's Avatar
    LowRez is offline
    Location: Horsham
    Posts: 381
    The biggest problems I can see with doing 1 massive level:

    boredom: it will be hard to motivate yourself into continuing day after day on a level that is consistently the same style and setting for a whole year.

    editing a large scene: as your learning new things, which i assume is one of the goals, your going to need to redo work with new techniques etc.. which is frustrating and tedious if your just redo'ing bits you've done once or twice already.

    If it goes tits up: your doing one level for a whole year!!! what if you don't like it half way through, you wouldnt have time to do a whole years work on another project etc... this would be the proverbial putting all your eggs in one basket...


    The solution, uni is broken into semesters for a reason, and it gives you a structured and easy way to divide up work, 3 semesters = 3 projects, 3 smaller structured projects that each learn from the last one, your thesis can therefore show yur progression and learning, throughout the projects you'll be doing, also if one ends up not being enjoyable you know its a 3 month project max. So it will end and the progression you take from it will be clear in your thesis and conclusions etc...

    the bonus of the second idea, 3 very different environments can = 1 full up portfolio when done correctly, coving more things people want to see, and showing your ability across a wider section of styles and art directions...


    Edit, also with 3 you want to break it up as so

    project one - learning new techniques, programs, editors UDK, and getting a small but focused level into a game

    project two - building on the initial project with a more ambitious project, something that requires you to think and learn more, maybe more advanced features of packages used, maybe this one could be natural based trees and shrubs, maybe crysis engine etc

    project three - your showcase, less learning, more do'ing, producing a larger level with all you've learnt and making it F-ing awesome... as in AWESOME showing an industry quality in editor level with full lighting etc....

    side project - to do as well if possible but not nececeraily in game

    lod'ing showing an understanding of lodding props, so a high detail, 3 mid detail poly count and texture decreasing props and a low distance sillouette model of some props, - massively important in most environments being able to Lod models

    basic understanding of FX and destruction modelling. - show and model some destruction using physics learn about it and do it as a short report almost in your techniques sections.
    Reply With Quote Reply With Quote #5

  6. shadowmonkey's Avatar
    shadowmonkey is offline
    Location: Glasgow
    Posts: 843
    LOWREZ your a star thanks bud its the answer I was looking for
    Reply With Quote Reply With Quote #6

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