View Full Version : Video Game Environment
Capprotti
February 18th, 2004, 10:52 PM
Although I've been working for years trying to make my figure work as strong as possible (which isn't that strong afterall :( ) but environments is something I've been neglecting the entire time. The worst part is that I also knew I was neglecting it the entire time. So here is my first real stab at it. I'm sure it's lacking in a million areas, so if you could PLEASE point them out, I'd be eternally greatful. Any suggestions would be great. This is for the monsters project I'm working on. I call this house "Monster Manner". I decided as kinda a backstory, that the locals (not that there are many) had come up with that name. The only people who decide to test the rumors of what goes on there are dumb and usually drunk teens who see it as an opportunity to scare the hell out of their girlfriends and then try to look tough about it in front of them. Anyway, enjoy.
Here are two version with subtle differences in lighting and atmosphere. This was also an excuse to make myself more familiar with painter and different techniques.
http://216.71.84.80/devineillustration/Monster_Manner.jpg
http://216.71.84.80/devineillustration/Monster_Manner2.jpg
Here's a link to the rest of the concept art for this project. (http://conceptart.org/forums/showthread.php?s=&postid=174470#post174470)
carlo
February 18th, 2004, 11:21 PM
beautiful work on the figures now a bit of advice on the environment. What's missing here is love, you love the the figure so you understand the placements of the corrrect details and you know that certain silhouettes evoke themes and archetypes, provoking an emotional response. Now you have to transfer this over to your environmental work.
Ask yourself what kind of house is this. for example, is this a haunted house, if so what lines would evoke such a feeling. the house is a character with personality. Round shapes evoke welcome and peace, straight lines evoke stability, spikes and angles are threatening. Look at what a victorian house looks like, look at the details of a gothic church, think of it as a costume design for your house.
-C
Theo
February 19th, 2004, 04:10 AM
Try tilting the trees. either in or out.
I really like the color mood you set here, but the house "design" is a tad dull? Think victorian, and gothic, thats a good hint from mr carlo. The top middle image is also a bit empty.
Boy Im such a critic today. Btw, I love your other stuff! This is gonna rock as well Im sure.
-Theo
Jeremy steiner
February 20th, 2004, 01:06 PM
not bad if its your first time at environments! I think you can start thinking about atmospheric perspective things get lighter as they move back into space. So that foregroung tree on the left can pop out more. Next think about composition unless you wanted everything unified and in the middle! Goodwork and don't let your progress get you down.
Skank
February 20th, 2004, 01:39 PM
Originally posted by carlo
beautiful work on the figures now a bit of advice on the environment. What's missing here is love, you love the the figure so you understand the placements of the corrrect details and you know that certain silhouettes evoke themes and archetypes, provoking an emotional response. Now you have to transfer this over to your environmental work.
Ask yourself what kind of house is this. for example, is this a haunted house, if so what lines would evoke such a feeling. the house is a character with personality. Round shapes evoke welcome and peace, straight lines evoke stability, spikes and angles are threatening. Look at what a victorian house looks like, look at the details of a gothic church, think of it as a costume design for your house.
-C
wow
it sounds so easy when you put it that way...i dont think id have ever thought of that way of doing environments.
i too have the same issue..neglecting these..and knowing it, but not doing anything about it...:bash:
but youve kinda turned my thinking around there carlo, thanks for adding this insight!
as for this picture here: i really like the mood and setting, but i agree that the house is a bit simple, a bit uninteresting.
but, i can relate, i will prolly do the same thing on my first environment...
its a great start man, please post more =)
cheers :chug:
Capprotti
February 20th, 2004, 07:27 PM
Thanx so much for the advice guys, it's some of the most clear and helpful advice I think I've gotten so far. I'm gonna fix this environmen soon. I can't hide the fact that the building is lame :D I'm a cathedral freak, and they're how I learned what little I know about perspective. So I'm gonna take your advice and juice it up a bit. Thanx again for the encouragement. Here are some new characters for the game. Crits on them are welcome as well. OH, I'm gonna be posting any character updates here as well. So keep an eye out.
Capprotti
February 20th, 2004, 07:28 PM
Here are some more pieces for this project, I hope to get some interior environments done soon. I'm also working on colors for the human figures, it's lookin pretty good so far, I'll post them as soon as their done, but I'm gonna focus on environments for now. Any suggestions would be awsome.
http://216.71.84.80/devineillustration/Rose.jpg
http://216.71.84.80/devineillustration/Nastic.jpg
http://216.71.84.80/devineillustration/Liz.jpg
Capprotti
March 10th, 2004, 11:39 PM
Heyyyyyyy,
Here are the "finished" pieces. I'm kinda happy with them. I learned a lot about the brushes in painter 8 as well as other wierd techniques. Still getting the hang of it though. I'm SURE that these could use more work in a lot of ways, so if you see any let me know. Any crits at all would be really helpful. Thanx... Enjoy!!!!
http://216.71.84.80/devineillustration/Snaggletooth.jpg
http://216.71.84.80/devineillustration/quad3.jpg
http://216.71.84.80/devineillustration/Ensamble.jpg
http://216.71.84.80/devineillustration/Subway.jpg
elevenrequiem
March 11th, 2004, 12:51 AM
shameless. two threads, same dump.
can i be honest? your environments are boring. your character designs (while well rendered) lack anything unique.
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