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environment art

  • I don't seem to keep my journal very up-to-date with what I am producing. So it's high time to do a bit of an update... and here it is!

    some sketchbook environments in pen, a second GTA style illustration just to prove the first wasn't a…

  • This piece has been created to display (and practice) alternate styles / techniques.. In the style of Rockstars game - Grand Theft Auto. Created using Photoshop and Freehand.

  • whilst waiting for the next quick 2d activity I though I would 'doodle' a face in a few spare hours. Things got a little out of hand and a more or less finished painting have been the result.

    Created in Painter with a little Photohshop and…

  • Seems a while since I've posted any 2d work! This little painting is a revisited character concept that I originally did as a model sheet excercise (it's was posted here some time back).

    Created in Photoshop :)

  • A revisited personal project. The original project was a set of different air/space craft finished to a pen and marker stage.

    This piece was created entirely in photoshop.

  • finally managed to get some thing done to post to the mod concept art thread!

  • Refining the processes of creating a character concept and model sheet. all tone and colour added in Photoshop. Initial drawing were pencil on paper.

  • I have finally invested in a tablet :) and this as the first more-or-less finished painting. Created with 'Corel Painter Essentials' and some minor photoshop work too.

  • Finally recharged the markers and got around to doing some sketching again! These images are sketched by hand and coloured in P'shop.

  • Well... this is my final painting for the current 'quick activity'. Painted in Photoshop. see thread for more details on process etc.

Submitted by Johnn on
Forum

hope someone can shed some light or point me in the right direction for resources:

I am looking for information regarding the level of detail in environments that the new consoles/current technology can support. The topic came up whilst during a discussion on appropriate levels of detail required in environment concept art.

Submitted by Killa Dee on Fri, 08/12/06 - 12:09 PMPermalink

Hey there is some basic info on this regarding UE3 @ Unreal Technology.

Over 100 million triangles of source content contribute to the normal maps

Wireframe reveals memory-efficient content comprising under 500,000 triangles.

Normal Maps & Texture maps
We are authoring most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.

Environments
Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles.

Lights
There are no hardcoded limits on light counts, but for performance we try to limit the number of large-radius lights affecting large scenes to 2-5, as each light/object interaction pair is costly due to the engine's high-precision per-pixel lighting and shadowing pipeline. Low-radius lights used for highlights and detail lighting on specific objects are significantly less costly than lights affecting the full scene.KILLA DEE2006-12-08 01:11:47

Submitted by Johnn on Fri, 08/12/06 - 12:54 PMPermalink

Thanks killa dee, the link is looking like it will give me a good idea of tech standards for enviros, including stuff I hadn't really given much thought to. I browsed some other forums and realised it was a kind of 'how long is a piece of string' question too.

Submitted by Neffy on Fri, 22/12/06 - 6:14 PMPermalink

i checked that guy out and his work is so stunning, i thought it was all 3D at first then was like hang on this is a painting *jaw drop* *desktop*

Posted by Johnn on
Forum

hope someone can shed some light or point me in the right direction for resources:

I am looking for information regarding the level of detail in environments that the new consoles/current technology can support. The topic came up whilst during a discussion on appropriate levels of detail required in environment concept art.


Submitted by Killa Dee on Fri, 08/12/06 - 12:09 PMPermalink

Hey there is some basic info on this regarding UE3 @ Unreal Technology.

Over 100 million triangles of source content contribute to the normal maps

Wireframe reveals memory-efficient content comprising under 500,000 triangles.

Normal Maps & Texture maps
We are authoring most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.

Environments
Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles.

Lights
There are no hardcoded limits on light counts, but for performance we try to limit the number of large-radius lights affecting large scenes to 2-5, as each light/object interaction pair is costly due to the engine's high-precision per-pixel lighting and shadowing pipeline. Low-radius lights used for highlights and detail lighting on specific objects are significantly less costly than lights affecting the full scene.KILLA DEE2006-12-08 01:11:47

Submitted by Johnn on Fri, 08/12/06 - 12:54 PMPermalink

Thanks killa dee, the link is looking like it will give me a good idea of tech standards for enviros, including stuff I hadn't really given much thought to. I browsed some other forums and realised it was a kind of 'how long is a piece of string' question too.

Submitted by Neffy on Fri, 22/12/06 - 6:14 PMPermalink

i checked that guy out and his work is so stunning, i thought it was all 3D at first then was like hang on this is a painting *jaw drop* *desktop*