Viz the scene's glamour
Play the scene's mood
to find and execute the art direction
inspiration: 3D blockouts, image ref, 2D sketches, public concepts, Arch[Viz], phone pics, gameplay/scripting scenarios, your game’s demo level, fave game’s location/level, film clips
pre-planning still applies, but the goal: a master level board you can show to anyone, by combining this, the bubble map, and the concept paragraph!
(1) Starts realizing the look and feel's art direction
(2) Synthesizes into the concept to begin modeling
how to light an area
Start from the area's desired emotional beat in the story to pick:
how to guide modeling an area's assets
1. Blue-sky gathering lots of references into a PureRef collage.
2. Apply the MoSCoW method, confer my LPP PureRef (Y/N)'ing.
3. From there, tag as hero vs. modular vs. prop vs. vista asset(s).
4. And within that, group the asset list elements by size:
how to paint the area's surfaces to convey the right emotion for the scene as a whole and for each model's own identity
Closing Doors approach: increasingly narrowed variants around ideas that resonate - not asking "which of these do you like more?" but a specific desired trait, e.g. "which is the scariest?", then after locking that in, "which is the cutest?" etc.
Push them for something to improve upon
(esp. w/professionals savvy in the relevant field)
"you can't get too precious about concepting"
(1) Split concept into 4 big environment art types
(2) Matching up to a corresponding texture atlas
(It's own project => Repeat reifying-worlds!)
Focus on composition as a story tool, remind player of their active goal, nod to prev/next area (Souls!)
Can use vert blending/decals masks repetition, e.g. a door has color variants, [no] handle, [no] glass, metal/wood surface type variations -- all same asset w/altered material params
Remember your toolkit against basics/generics
Take each concept image and break it into major textures, minor textures, and decals/details -- then model texture atlas by seeing the scene broken into:
(vs. an emotionless/unconnected asset salad)
aka
don't forget to refer back to the pre-planning and integrate the level design side of things!
(esp. the layout/composition column)
Closing Doors approach: increasingly narrowed variants around ideas that resonate - not asking "which of these do you like more?" but a specific desired trait, e.g. "which is the scariest?", then after locking that in, "which is the cutest?" etc.
Push them for something to improve upon
(esp. w/professionals savvy in the relevant field)
"you can't get too precious about concepting"
beyond basic
beyond generic
Start with a base prim and extrude/drag verts, add edge loops, etc. into desired broad shape:
Focus on silhouette, shape, and beware noise ratios (KNKL 10-S, 20-M, 70-L) esp. in arenas. -- i.e. Proportion of noise first, not detail. Framing should help keep elements from fighting for eye's attention
Frame elements to be fun to walk around in!
Pre-texture pass, assign all basic gray “Base_Material”
PIE frequently to vet path clarity and collision snags (walk up to every mesh!)
If unsure about something, go back for more refs!
Sculpt, don't draw: nail big shapes w/blobs, and then subtract from the form, like #knkl on drawing bangs!
Originality check: add personal touch to your ref mix,
3D Pixel tips: small palette, pixel density (cup != barrel's #px), surpass 2D (ex. bookshelf/fridge depth)
Use the #pixel-textures channel-end Slynyrd clustering (i.e. start w/KNKL S/M/L -> outlines -> adj clusters)
Reminder to revisit one-offs in #pixel-textures to eval!
Goal: evoke a strong mood of light/dark to push a player's eye through an area!
Ask what you want out of each of these for your area's sources!
-- For exteriors. With interiors, your level's design gets to define what the light sources are!
Most studios these days seem to follow the same steps in a process. I've seen this at a number of places, and can only assume it's fairly standard by this time.
- A master "material test" level is built, that contains lots of different objects with PBR materials applied. These materials will run the gamut from metals like chrome, gold, copper, etc. to different types of wood, stone, bricks, glass, concrete, etc.
- When an Environment Artist creates a new material, they apply it to an object and place the object in this test level. The test level should have a system where it's easy for the Environment Artist to switch back and forth between different times of day, like early morning, noon, late sunset, midnight, etc. If the object looks good in the test level at any time of day, the Environment Artist is done.
Approach PBR as a means to quickly produce lighting results that obey the laws of physics. That’s all. It’s not an expectation or a goal, just shorthand for describing how light and materials work together in the real world and the technology we use to simulate it.
4. When I have to light an outdoor environment I always add highlights like small lamps, carhead lights, torches, and any other small light sources that could give off light throughout the area; especially in areas that are already in shadow from the sun/moon. Adding highlights outside the shadows would make them appear unbalanced as they would look much too strong. By adding lights inside darker areas, I blur the contrast between darker and brighter areas, and make the darker areas catch more attention.This also depends on the theme. If the level has a nighttime setting, the environment will be dark enough to support highlights almost everywhere. Nighttime environments need highlights even more than daytime settings. There is nothing worse than a night environment that relies purely on ambient light or, in best case scenarios, just the moon. Due to the complete lack of composition, combined with darkness, the result is often worse than a daytime level that doesn’t has a nice lighting composition. This is because daytime levels can still fall back on shadows and the colors from the textures to form a composition which keeps the player’s eyes interested. In a night setting however this is not possible. The nonexistent, or weak, shadows prevent the level from having a shadow composition and the nighttime ambient light is usually either too dark or saturated to bring out the texture colors.The result is that the only hope lies in lighting highlights.
A video will showcase more things so you will certainly put dynamic lights and moving objects in there to create a natural feeling to the scene. It also depends if you plan to go for an indoor scene or outdoor scene. For me, outdoor scenes are always dynamic - never baked. For a static image, you may usually use only baked lighting with some dynamic lights if I need extra detail so I don’t have to rebake everything. or a video that will showcase movement, it's better to use both baked and dynamic lighting. This way you’ll be able to use the Global Illumination (GI) from the bake to have a really nice lighting base before going into details. You will begin to set up the mood and ambience of the environment with baked, static lighting and in doing this, you’ll use the GI from the bake to get nice bounce lighting and achieve the proper look that you are aiming for. After, go into more detail and set up lights that you think should be dynamic to create nice moving shadows, or details that do not need to be baked as you already have a base bake from your static lighting. At the end, this gives you nice GI with the freedom to set and have nice dynamic shadows on objects you want to interact with. A quick example can be a lamp in a room. You can have a baked light to create the GI bounces and a dynamic light to get the shadows and a bit of volumetric for something you can interact with. Of course this method means no dynamic changes to the lighting. However, these days you have new methods to have GI even with dynamic lights like Screen Space Global Illumination (SSGI) or ray tracing, but if you are looking for a specific mood, baked lighting is still on top for good results combined with dynamic lights.