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environment art

  • Testing a Microsoft Surface for digital art along with Krita. The latter is proving to be a very capable drawing/painting program. In some aspects equal to - if not better than - Photoshop! MS Surface is good but not as good as a wacom tablet.…

  • I quick illustration depicting a true story (or so I am told) of a tank crew rescuing an australia soldier in the Vietnam war. Rough sketchy styling but required some research and accuracy as vetaran's seeing it would be critical. Painted in…

  • A recent game interface job I completed for an Adelaide based iphone/mobile developer. Final graphics included animation on the handkerchief as the rope moves and animated icons on the menu screen. Graphics are all based on photos then heavily…

  • It's not really directly game related but I thought I'd post it anyway (Let's pretend it's a character study). This is where my recent illustration energies had been going rather than into concept art related topics. Created for a charity Auction…

  • Revisiting the first fleet of ships for Tsumea Team C project. One new design with the other 3 polished/modified small to moderate amounts. Whilst the details are still loose I'm satisfied with the overall designs. fingers crossed the rest of the…

  • More thumbnails for Team C game. These are my first round of ships for the opposing team. More angular and blocky in form with a relatively raw/industrial finish compaired to the other set.

  • More thumbnails. These ones are variations working a single design idea.

  • update of potential artillery/ planet attack ship.

  • A small update on concept art for Team C project.

  • Some initial sketches whilst I warm up for the task of producing some concepts for tsumea's team C project.

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 PM Permalink

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 PM Permalink

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 PM Permalink

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 PM Permalink

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 PM Permalink

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 PM Permalink

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*