General / 14 March 2019

Environment art blog #42 - Project "A-tech", Landscape Sculpting and Adam Tinning.

Evening People!

It was a nice week this one, had a great and chill weekend modelling away in blender and chilling after the workshop that I did on Thursday and Friday (which was awesome)

Workshop details

I already sort of mentioned this last week but I went to this Workshop for WorldBuilding which was hosted by another Ubisoft Studio in Dusseldorf, the speaker Luis Guggenberger (https://www.artstation.com/luisguggenberger) was an amazing inspiration, even thought he specific topics were more catered towards concept art.

The main things I took away from this little workshop were

Be agile!

How to be agile and focus on speed within your own workflow, Luis invested a lot of time in learning new things to speed up his workflow, where as I learn new things just out of interest and with not clear goal of what I want the tool to do without researching it's limitations before I properly dive in. Also tying into this, he really focused on quick iteration and getting to certain stages as quick as possible. This obviously means getting used to your specific workflow of choice so you can actually do this.

Placing yourself in your work

I thing I like to do myself as well, but he really went in deep with this, really thinking about all the smaller details like connecting the grime/dirt on a vehicle to the type of surface and are it will constantly be used in. A really good

Jealousy

This might be a weird topic to add onto this, but I really realized how many restrictions Environment artists (or artists in general) have within the games industry. With this I mean doing proper UV's (no quick procedural or tri-planar mapped stuff in most cases because of limited budget and texel density), having polycount limits at all and having to make all your meshes correct from every angle (for most games).

All of these limitations that I got so used to and got me to a point where I didn't know anything else, got heavily distorted by the workflows and tips that he gave because he didn't have those at all, he had parts of meshes which looked awful, but it didn't matter because you would never see them anyways!


Project "A-tech" (short for agricultural technologies)

Doing some more testing with different spaces using the meshes that I have made so far, trying to get a larger space feel logical with current assets is really hard right now, so I will need to do some experimentation!

Currently I have been working on the more background/hidden elements that make this factory run, you can still see them through the paneling in the ceiling but they are not in your face and embedded into the environment, which would give it a factory feeling instead of the clean laboratory look.

This weekend I will not be doing any work on this project so will hopefully get some stuff done during the week!


Image Credit - Adam Tinning  - Bowling Alley

Visit his profile over :
Adam Tinning  - Artstation Profile 

This week's entry by Adam Tinning showcases great lighting and mood. The location it is set in is also something refreshing and more normal than most of the other environments that we see these days.

Another thing that makes this environment stand out are the materials, the variations on the bowling alley floor is really well done with a variation between the damaged floor and the more clean oiled spaces still visible to clearly give it the sense of aging.

Amazing piece Adam Tinning, thanks for inspiring me to push my work and I will be looking forward to your next piece!


Alright people!
That's going to do it for me for this week, I'll catch you in the next one!

If you want to see something added to this blog, or if you were inspired by a piece of art this week, please share it down in the comments, would love to see what drives you to create your art!