Monday, February 6, 2023

RoadMap - week 2

   

https://www.artstation.com/davey3d/collections/2210375 



This Collection I was looking at Setting an Environment. After talking to a friend in the industry and watching some interviews the role of an environment can include set dressing, block outs, layouts, and Level design Artist responsibilities. Thinking about how I set up Environments I wanted to think about what I saw first, lighting the area and how that guides the player around the level, and the story that is told with the object placed in the scene. The two last of us do similar things in different ways. The back room of the theater on the top left has all of this extra wall coverage and meshes around to show how lived in the area and also dirty. The Aquarium Scene wants to pop with the light coming in from the top and the whale meshes hanging from the roof. As you look more from the whale you can see the location of all the plants and foliage around the area to show that time has passed since someone has been to this building.

     The room from doom shows how lighting is guiding the player into the control area. The light fills the area as well as the cord that tracks from the entrance of the room to the controller area with blood placed in the entrance and then again at the end of the cord. The Cyberpunk Scene sells this feeling of sterile, emptiness, slightly concerning the red light in the middle offers some hesitation. The breakdown of the bioshock infinite scene is just filled with little breakdowns of all the techniques used to bring everything together. ( Mod kits, Materials/tileable textures, lighting, vertex painting

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