A focus on Lighting and Environment Art in the Games Industry.
📸 https://t.co/hBeYnE5hvY
🎓 https://t.co/O9eIKQP83H
Feb 18 • 6 tweets • 5 min read
A big thing we pushed on our environment art pathway at University was to spend 'A LOT' more time on blockouts.
Blockouts were the most rushed phase, folks want to detail, model, and texture ASAP, but you'll end up suffering later on in production if your blockout is 🥔.
We used the 'Hybrid Blockout' workflow to mitigate against this common pitfall.
👇🧵
What is the Hybrid Blockout?
It's a workflow that focuses on 3 rules for a blockout before moving into production.
1⃣ To have mid-grey, values, and then flat colors mapped to geometry that is representative of the final albedo.
2⃣ To have an establishing shot (wide angle) and a hero prop shot (telephoto) as a minimum.
I previously taught at a Games Art school for 6 years.
Half as a mid-level lecturer, the other half as the course lead/senior.
🔽 Here's what I've learned, advice, and opinions 🔽
#gamedev #gameart 1. Self-study or study at a Games Art school?
Nov 12, 2023 • 10 tweets • 4 min read
🧵Old School Environment Art Tests🧵
If you recognize any of the art tests in this thread then you've probably been on a few adventures in the games industry.
My knowledge of these is mostly EU/UK, in the public domain, and from around 2009 to 2015.
🔽Let's take a look🔽
Bizzare Creations (Example by Paul Clayton)
This art test had you deconstructing real-world references of a New York building facade and creating an atlas-style texture of the references to map your geometry to.
A common texturing technique for racing games.
Oct 15, 2022 • 11 tweets • 5 min read
ART TESTS 🧵(1/10). I rediscovered some old e-mails of art tests I have done over the years & wanted to share some things I wish I knew at the time & what to watch out for as a 3D artist who is on the job hunt. This will contain both good & bad practices. #gamedev#gameart
(1/10) I hadn’t noticed at the time due to inexperience, but looking back, this art test situation was by far one of the worst ones with multiple warning signs. After applying & completing an art test (80/100 hours) for an AAA studio, I was sent the following e-mail.