How a 3D Artist Creates 3D Environments (Full workflow Breakdown)

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Have you ever wondered how artists make these massive and beautiful environments in 3D? Well, it's not a super simple process - there are a lot of specific software you have to learn to be able to create a complete environment.
In this video, Rasmus breaks down his scene and explains his full process, so you can pick up on a few tips and tricks to improve your own workflow in future projects.
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I really needed this ! I was so happy when I saw the notification !

MrArmin-pqrv
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This was very helpful I appreciate it! I all too often become hyperfocused on modelling and lose sight of the grand picture, i can see its very important to keep the final scene in mind to stay on track and keep myself from modelling for the sake of modelling, details that aren't totally necessary for the final environment.
Your composition was really good imo, especially with that dramatic lighting combined with the soft colors and peaceful quiet setting. I agree there may have been alot of visual elements competing for the eyes focus when viewed as a final scene like that, creating a little visual noise but at worst it just hides some of the assets you put alot of work into but it all looks so good with the colors and lighting and composition that it isn't a problem imo, especially if this was a full-fledged environment a player was exploring then this would be a fun setting to be in and the details would provide for a rich immersive experience.
Thanks for the rundown!

MagmaSloth
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It’s like you knew I needed this. Thank you.

Koality_Maker
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Hey man this was awesome video. You show so much humility after you finish with your piece by giving yourself constructive criticism. Keep at it my man!

Wodinazthewanderer
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really helpful to know that masked RGB workflow for Unreal, tnx!

sashod
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Amazing work and great tutorial! I liked the lighting more on the blocking stage tho.

MetalDeamon
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Love it! Wow, all of your inspiration reference (can you share them?) amazing! Thanks.

BrianLife
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You just solved all my problems, tysm

SakuraBond
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Hello!
This was exactly what I needed to see! How long do you estimate it takes to put together something like this? I'm very conscious over that I'm very slow and is genuinely curious, so I can know approximately how much time I should aim on myself if I'm to make it into the industry.
Also, very nice results!

juliafisken
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Wow really nice breakdown!! the different blockout maps are really interesting, i never think about keeping a copy of my blockouts, maybe i should, i just keep some screenshots

Dhieen
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Can you explain hot texel density works in tileable assets? Please ❤❤

ThePigmeos
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Defo trying the RGB method ty
Good honest feedback. Keep growing

markoglazersout
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This is gold :D Thanks for this extensive breakdown. Just a question: Is the groundcovering e.g. rocky surface and ice also done via highpoly sculpt or just very extensive normal information or even displacement?

anton__r
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hi, do i understand right, its drawcall heavy like this but has the advantage of very good resolution so saves on vram? I thought drawcalls are most important but i guess it depends on the project?
I hope someone from (specially) AAA industry could answer this, I really appreciate it!

coffeediction
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nice video, I learned wood sculpting by using the god of war wood sculpt as a reference and it was worth it.

knl
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Oh thank goodness because I knew I was doing something wrong (or rather just out of order).

NinjaStreak
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27:30 sound like your computer hates you🤣🤣

Chevifier
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Cool but in substance painter what type of export template did you use just normal ue4 or your seetings, could you do tutorial about your shader in ue4? Cheers THX for your tuts!

hanson
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Hi, question please. If its an open world game. Should i Made the enviroment in one file.?
I really need your help, i just started working as enviroment design.

judofernando
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2x playback speed for him to sound normal

Hexo.-