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EMC3D - Game Art
United Kingdom
เข้าร่วมเมื่อ 19 มิ.ย. 2020
Knowledge sharing, discussions, guides, portfolio reviews, and much more!
www.artstation.com/emc3d
emc3d
www.artstation.com/emc3d
emc3d
Talking Topology & Environment Art With Nate Stephens (Art Director - Respawn Entertainment)
We've got 50 minutes of juicy Topology/Environment Art talk with Nate Stephens (Art Director - Respawn - STAR WARS Jedi: Survivor). Big thanks to Nate for taking the time out to share his awesome knowledge!
A lot of topics covered with a screen-share of MIRO for visual aid, including texel density, topology, trimsheets, production timelines, the grid, sculpting, Q&A, and more! 😁
00:00 Intro
00:25 Who is Nate Stephens?
02:25 The Pillar Mystery
05:25 Dotted Edge Loops
08:08 Why So Many Loops?
11:10 Stitched Geometry AO
13:40 The Grid & Texel Density
17:35 The Grid Always Halves Itself
18:50 Texel Density & Large Meshes
23:25 Gen Four Vs Gen Five Topology
27:40 Unwrapping Dense Topology
30:03 Using Noise In Sculpts
31:40 Is Using Sculpted Alphas Cheating?
33:31 ZBrush Live Boolean
34:30 Sculpted Trimsheets
37:28 What is Art Sheet?
39:01 Jedi Survivor Topology
40:05 How Long Does a Level Take?
41:55 How Does a Level Change?
44:12 Should You Scale A Trimsheet?
48:10 Outro
Nate's Content:
www.artstation.com/pombero
natestephens.gumroad.com/
x.com/nahtanis
www.thegnomonworkshop.com/instructors/nate-stephens
A lot of topics covered with a screen-share of MIRO for visual aid, including texel density, topology, trimsheets, production timelines, the grid, sculpting, Q&A, and more! 😁
00:00 Intro
00:25 Who is Nate Stephens?
02:25 The Pillar Mystery
05:25 Dotted Edge Loops
08:08 Why So Many Loops?
11:10 Stitched Geometry AO
13:40 The Grid & Texel Density
17:35 The Grid Always Halves Itself
18:50 Texel Density & Large Meshes
23:25 Gen Four Vs Gen Five Topology
27:40 Unwrapping Dense Topology
30:03 Using Noise In Sculpts
31:40 Is Using Sculpted Alphas Cheating?
33:31 ZBrush Live Boolean
34:30 Sculpted Trimsheets
37:28 What is Art Sheet?
39:01 Jedi Survivor Topology
40:05 How Long Does a Level Take?
41:55 How Does a Level Change?
44:12 Should You Scale A Trimsheet?
48:10 Outro
Nate's Content:
www.artstation.com/pombero
natestephens.gumroad.com/
x.com/nahtanis
www.thegnomonworkshop.com/instructors/nate-stephens
มุมมอง: 707
วีดีโอ
Portfolio Project Review (10/18): Dawid Wrona & Fxnarji [1k Sub Special]
มุมมอง 1672 ชั่วโมงที่ผ่านมา
(10/18) To celebrate the channel hitting 1,000 subscribers, I'll be doing a Portfolio Project Review for 18 artists at no cost. The form for this is now closed, but thank you to everyone who submitted their work for review. 00:00 Dawid Wrona 10:42 Fxnarji Twitter | EMC3D Portfolio | www.artstation.com/EMC3D
Portfolio Project Review (8/18): Adam Layland & Adam Ju [1k Sub Special]
มุมมอง 17712 ชั่วโมงที่ผ่านมา
(8/18) To celebrate the channel hitting 1,000 subscribers, I'll be doing a Portfolio Project Review for 18 artists at no cost. The form for this is now closed, but thank you to everyone who submitted their work for review. 00:00 Adam Ju 12:30 Adam Layland Twitter | EMC3D Portfolio | www.artstation.com/EMC3D
"A monkey could 3D model better than this!" | Game Dev Stories
มุมมอง 73516 ชั่วโมงที่ผ่านมา
I never did find her name on the Tomb Raider credits... Twitter | EMC3D Portfolio | www.artstation.com/EMC3D
Portfolio Project Review (6/18): Katie Kendrick & MainBrain Art [1k Sub Special]
มุมมอง 18516 ชั่วโมงที่ผ่านมา
(6/18) To celebrate the channel hitting 1,000 subscribers, I'll be doing a Portfolio Project Review for 18 artists at no cost. The form for this is now closed, but thank you to everyone who submitted their work for review. 00:00 Katie Kendrick 11:45 MainBrain Art Twitter | EMC3D Portfolio | www.artstation.com/EMC3D
Portfolio Project Review (4/18): Haeun Kwon & Cameron Hintz [1k Sub Special]
มุมมอง 20521 ชั่วโมงที่ผ่านมา
(4/18) To celebrate the channel hitting 1,000 subscribers, I'll be doing a Portfolio Project Review for 18 artists at no cost. The form for this is now closed, but thank you to everyone who submitted their work for review. 00:00 Haeun Kwon 14:30 Cameron Hintz Twitter | EMC3D Portfolio | www.artstation.com/EMC3D
Portfolio Project Review (2/18): Daniel Marques & Juan Ortiz [1k Sub Special]
มุมมอง 357วันที่ผ่านมา
(2/18) To celebrate the channel hitting 1,000 subscribers, I'll be doing a Portfolio Project Review for 18 artists at no cost. The form for this is now closed, but thank you to everyone who submitted their work for review. 00:00 Daniel Marques 14:25 Juan Ortiz Twitter | EMC3D Portfolio | www.artstation.com/EMC3D
Why Does The Order: 1886's 3D Environment Art Looks Like This?
มุมมอง 9K14 วันที่ผ่านมา
Twitter | EMC3D Portfolio | www.artstation.com/EMC3D 00:00 Introduction 01:50 Arches Texture Swap 02:50 Avoiding Thin Triangles 04:42 Floating Decal Signage 06:20 Beef Up Those Arches! 07:19 Tri-Fanning 07:47 Damage Modelling 09:00 Vertex Painting 09:36 Tri-Fanning 11:04 Decal VS Vertex Painting 11:40 Arch Polygons 13:03 Window Glass 14:15 Floating Decals 14:20 Conclusion Portfolios...
I Found My First Environment Art Portfolio From 12 Years Ago
มุมมอง 1.5K21 วันที่ผ่านมา
Take a trip with me back to the 1800's to review my 3D environment art graduate work before the age of PBR took over! EMC3D www.artstation.com/EMC3D
Why Does God of War's 3D Environment Art Looks Like This?
มุมมอง 15K21 วันที่ผ่านมา
Dotted loops, triangles, quads, vertex normals, and dense topology?! There are so many things to discuss, so let's have a chat about the topology usage in God of War 3. EMC3D www.artstation.com/EMC3D 00:00 Introduction 3:45 Quad usage 4:14 Dotted Edge Loops? 8:30 Break-up Flat Surfaces 8:45 Using Triangles 9:19 Cylinders 9:50 Rocks 9:56 Arches and curves 11:29 What is this Trickery?...
What To Avoid When Creating Your Portfolio For The Games Industry
มุมมอง 1.8Kหลายเดือนก่อน
There aren't many things I take a hard stance on for curating portfolios in the Games Industry, however, the topic in this video is one reason I would advise avoiding when creating work for your games development portfolio. EMC3D www.artstation.com/EMC3D
Games Industry: What Soft Skills Should I Be Learning? | Junior Artist
มุมมอง 1.3K2 หลายเดือนก่อน
Learning the soft skills of game development is a completely different kettle of fish versus the skills you use to create portfolio pieces. In this video, I'll cover a good base to start from in order to develop these skills. EMC3D www.artstation.com/EMC3D
What Type Of School Should I Go To For 3D Games Art/Design?
มุมมอง 3752 หลายเดือนก่อน
In this lecture, we'll cover the types of Games Art schools you should be aiming for, as well as preparing your portfolio at college, jobs in the field, specializations, and some information about the speaker. 00:00 Introduction 00:09 My Journey So Far In Games 07:11 Games Art Career Pathways 18:44 What Is An Effective Games Art School? 26:16 The Rookies School Rankings 27:05 College To Univers...
Portfolio Review 03: Batu Özdoğan | Guest - Vishesh S (Ballistic Moon)
มุมมอง 4862 หลายเดือนก่อน
EMC3D portfolio reviews are done with a re-occurring or new guest from the Game's Industry. We pick a few pieces, and then conclude our overall thoughts on the portfolio. Organic conversations about workflows naturally come up in these reviews, so they are a great way to knowledge share with all parties involved. www.artstation.com/batuozdogan
Portfolio Review 02: Elena Mille | Guest - Louis L (Cloud Imperium Games)
มุมมอง 4213 หลายเดือนก่อน
EMC3D portfolio reviews are done with a re-occurring or new guest from the Game's Industry. We pick a few pieces, and then conclude our overall thoughts on the portfolio. Organic conversations about workflows naturally come up in these reviews, so they are a great way to knowledge share with all parties involved. www.artstation.com/elena_mille
Answering Your Questions About The Video Game Industry
มุมมอง 3353 หลายเดือนก่อน
Answering Your Questions About The Video Game Industry
What Are The Different Lighting Artist Roles In The Games Industry?
มุมมอง 6323 หลายเดือนก่อน
What Are The Different Lighting Artist Roles In The Games Industry?
Portfolio Review 01: Bailey Pellegrina | Guest - Vishesh S (Ballistic Moon)
มุมมอง 4933 หลายเดือนก่อน
Portfolio Review 01: Bailey Pellegrina | Guest - Vishesh S (Ballistic Moon)
How To Structure Your 3D Game Art Portfolio - The 4 Pillar Rule
มุมมอง 1.8K3 หลายเดือนก่อน
How To Structure Your 3D Game Art Portfolio - The 4 Pillar Rule
So, You Want To Be A Lighting Artist In The Games Industry? (Full Lecture)
มุมมอง 2.4K3 หลายเดือนก่อน
So, You Want To Be A Lighting Artist In The Games Industry? (Full Lecture)
Why Does Naughty Dog's 3D Environment Art Looks Like This?
มุมมอง 31K4 หลายเดือนก่อน
Why Does Naughty Dog's 3D Environment Art Looks Like This?
What Does Good 3D Modelling Optimization Look Like? (Prop Edition)
มุมมอง 8K4 หลายเดือนก่อน
What Does Good 3D Modelling Optimization Look Like? (Prop Edition)
This Feature In Windows Helps Improve Your Lighting Ability
มุมมอง 1.9K4 หลายเดือนก่อน
This Feature In Windows Helps Improve Your Lighting Ability
How To Improve Your Character Lighting In Unreal Engine
มุมมอง 4974 หลายเดือนก่อน
How To Improve Your Character Lighting In Unreal Engine
How To Create Effective Thumbnails For Your Game Art Portfolio
มุมมอง 4424 หลายเดือนก่อน
How To Create Effective Thumbnails For Your Game Art Portfolio
I'm really loving your channel man, keep up the great work!
Dude, this was good. Thank you.
Great talk! I learned so much.
Dude this is one of the greatest youtube pages for game-artists, you defo need more attention
What a dude!
I don't know that I'm familiar with layered shading. I'll have to look into that.
Brilliant live stream, and tons of invaluable information. Learned a lot, especially about the Gen 4/Gen 5 topology differences. Though might be difficult to convince some of my Tutors about that Gen 5 density count 🤣
Man what a interview awesome. .. I'll love to see a more detailed video on texel density if possible 🔥🔥🔥
I learned a lot about topology. I always try to go really low in poly count after sculpting because people say to keep it low. However, now I know having a decent poly count is okay. Thanks to this video.
Yeah... we want a series. Absolutly no one is talking about topology on youtube
Dang, this is Gold.
That was a great talk! I think you did an amazing job relating your questions to Nate back to what a student's or junior artists' questions and concerns might be!
Peak Thx a lot
Thanks for your feedback, it’s very helpfull for me ❤
Thanks for this! One question though, it seems like environmental artists can easily transition to Lighting artist since in a lot of smaller studios they do both (I think), so is animation/cinematic animation a way to transition to cinematic lighting artists?
I love the videos! Very helpful tips for artists.
13:40 they're probably using vertex painting to bring out the grime texture in the glass material, not a separate material. This way you get smooth blending towards those edges. And since they have windows split in the middle, center vertex can be used to continue the gradient. Something like 0.6 opacity on the outer verts > 0.2 on inner verts > smooth falloff to 0.1 in the middle. Compared to something like a texture mask, it allows using the same material instance regardless of window shape/size. That said, Ready At Dawn always impressed me with how efficiently they use available hardware. Order 1886 is the visual masterpiece, but even their God of War on PSP looks so good considering the system's GPU.
The extra loops are added to use vertex colors.
Thanks for the feedback! :)
No worries!
I think evenly distribution of loops are for displacement maps
Hello, thank you for the great tutorials! In one of the previous videos, you mentioned that baked lighting is still an option for some projects. We use it a lot for our VR game, and I would like to ask if you could record a tutorial on how to achieve the best quality when working with a baked lighting pipeline?
thank you : )
You are welcome!
Been really enjoying your content! That stone dude from the first portfolio gave me a good giggle haha
The window geometry was most likely used to facilitate vertex color masking for the dirt on the glass shader, making it easy to have glass windows of any size. Then It is only necessary to adjust the texture tiling per material instance.
I hate float planes b.c. z-fighting
No worries just push it forward a tiny amount and you're good to go, doesn't need to be exactly level.
the extra topology is either for baking lighting to it or vertex painting. OR it is an old engine that does lighting per vertex, therefore you need extra quads. 2010 seems kinda odd to do this, I'm pretty sure we had per pixel lighting at that point but im not sure
Hi there, I'm new to this channel and so glad I found it, I would love to see more breakdowns of video game level design, because It's holding me back from creating my game. I would also love if you gave a link to your discord.
Welcome :). I don't have a Discord at the mo'
She wasn't meant to be a teacher. Horrible mentality.
its crazy how similar your uk college exp was to mine 🤣 I wanted to do a level 3 in IT as it "covered game design" but due to my eng/math GCSE's being below C I got forced in to a level 2 where I had to build a pc and do the most generic IT crap (which was pointless as I built my own pcs a bunch of times up till this point). that experience + my time with GCSEs really tainted the idea of education for me and led me to become self taught and seeking mentorships instead
We may be long lost siblings of 3D!
As a teacher, how your students model is how you teached them...
I really don't get what's up with these power tripping lecturers, really. Their job is also to provide actionable, valuable feedback. Sounds funny in retrospect, but that's just weird.
It's a sad reality that the best/common sense lecturers are the rare ones in Education...
@@EMC3D like you, probably one in a million, the rest of education and the games industry is a horror game doesn't surprise me that video games feel whatever these days - a former student
I am lucky to find this channel.
where is our discord channel sir
I don't have a Discord at the mo'
Thanks for advice Elliott 🙏 apologies for some of it not being something amazing but nonetheless im thankful ^^
No worries! Reviews are all about improving :).
The links I was mentioning for MainBrain's Review: th-cam.com/video/EuzYMLAkSo4/w-d-xo.html docs.google.com/spreadsheets/d/1eBzBT83TcVQLUTjytOzJvKI7LZ00OdAriTeZjYYUP-E/edit?gid=0#gid=0
Thank you so much for the links, and the feedback, I really appreciate it. 🤘🏼 Congrats on the 1k subscribers, soon you will reach 10k xD
Hi. Is there any way to export meshes from the game so that I can analyze them in terms of topology? I would love to do this with Kingdom Come Delieverence :D I'm currently creating a medieval enviro and I wonder how they solved some things.
Not that I know of sadly, I would see if any exist online via the artist's portfolio.
Very excessive in its density imo. I assume you only need evenly distributed quad topology for trims and vertex color. Any details like displaced bricks can be done separately without sewing into topology. Texel density is... yeah, just like in case with trim sheets. Greater architecture needs to be divided into quads to keep up to the size, that is if you are not planning to use single tiled texture of course. Barely understood the soft shading and dotted stuff questioning why even doing that being Blender user. I can guess you need to resort to managing sharp / soft shading since you can't bake bevels and surface info via normals due to the fact environment art is not about making unique assets.. Idk, maybe try using 8 x 16 gradient bevel trims to fake that on the edges.
That introduction with that camera angle was amazing 👏🏻
Got em!
@EMC3D hey elliot ive quickly managed to add a wireframe(it might be a bit bad since i was rather busy) and a picture of the Trimsheet i used for the project!
amazing channel amazing content. subbed
Cheers chap!
16:38 I wonder what's with the shading of the otherwise flat inset of the column on the right, can you explain that?
May be the ambient occlusion baked to the vertex points, we'll be having a cool guest on soon who worked on some of these levels so can dive deeper in the future.
@@EMC3D Ah, makes sense. Thanks for the reply! :)
19:55 Sorry Cameron, I can't count, it was 25,000 not 250,000 🤣.
Ah no worries :P Either way it's something I'll be looking into for my next project, making sure I'm not going too extreme with the distances. Really really appreciate the feedback though (seriously thanks for taking the time to do this), I've watched this a few times to really absorb it and I'm looking forward to more videos from you to continue learning from, cheers
@@PandamoniumShorts I've already noticed you've done most the changes already, very cool to see! Of course the other changes can be applied to future work as opposed to re-working the same one over and over. I think it's good to get closure on a project and use any additional feedback to channel into the next project. Great job.
Trinagle don't cause issues, but the engine has to spend longer computer the maths for the model. You don't really want any triangles.
Insightful video! Another theme artists tend to do are post apocalyptic scenes with overgrown foliage similar to The Last of Us
Ahh yeah good call!
Very informative, thanks for sharing !
Glad you enjoyed it!
Honestly, as an environment concept artist, the role sometimes almost stretches to a rougher corner cut version of environment art. Some of these methods I think carry over super easily. Often I got told by the environment team I was working with why I didn’t just move into doing environment art. Then again I like that my topology and UVs can look shit up close but sell those “beauty shots”. Super informative breakdowns! Thank you!
Ahh that's awesome, yeah I always liked sending blockouts to concept to paint over, and then re-iterate over, was a really smooth workflow when I experienced it.
Love ur reviews, they help me so much! Do you have an tutorial on when to use world aligned textures? Im working on buildings and it seems that this is excellent way for european buildings who are 3-3.5m from floor to floor
Give this a try - th-cam.com/video/JW8LfB5Gkm0/w-d-xo.html
@@EMC3D You are so awesome dude. you dont know how much ur tutorials are helping me
This Review was awesome! Thank you so much, I learned a lot. Using a texture on the floor to mask the transition on the vegetation is such a great idea, never thought of that, and will absolutely do it in my next project. Also, I have a issue with too much noise in every old project, I will absolutely have them in mind in my next texture and sculpts. The value were also not that great, I will look into that and try to fix it soon. Have a nice week Elliott
these triangles on walls are used for midpoly models or they bake walls for better shading?
No need to bake walls in this case, just relying on tilable textures and bevels.
Half of the modeling is thinking