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3D Environment Artist On What Makes Environments Believable

Dmitrii Kislitsin outlined three principles for creating convincing visuals.

Dmitrii Kislitsin

Wargaming's Dmitrii Kislitsin shared his view of art direction as a form of systemic chaos, in contrast to the common mistake where artists try to add "life" and "story" to a scene by randomly scattering details simply "for beauty." This could often make the scene feel cluttered and artificial.

"Believability is not just about 'adding details.' It is the ability to justify their existence," commented Dmitrii. Here are three principles he recommends for creating believable visuals:

"The Logic of Entropy (Gravity & Context): We already discussed that scuffs on a crate should be where hands touch it. Scale this principle up to the environmental level. Dirt, rust, and destruction are not textures; they are the result of events. Water flows down and pools in low spots (moss or puddles form there). Dust settles on horizontal surfaces, not floating on vertical walls. Wind polishes exposed corners.

If you paint a rust spot in the middle of a wall just because 'it looks empty,' you break the world's logic. The viewer will feel it, even if they don't understand why.

Functional Connectivity (Design Follows Function): The most beautiful sci-fi corridors look like cardboard sets if they lack logic. You placed a cool generator? Great. Now answer these questions: How was it brought in here? Where are the cargo doors? How is it maintained? Where are the catwalks and ladders? Where does the power go? Where are the cables?

Believability is born not in polygons, but in answers to 'How does this work?'. If the design is functional, it automatically becomes aesthetic.

From Particular to General: When we create a single prop, we believe in its personal story through unique storytelling (scuffs, stickers). But when we build a location, the task changes. The scene shouldn't just be a warehouse of props; it must tell a shared story that unites them. A dead scene is a museum where objects sit 'on display.' A living scene is a space of interaction.

A chair isn't just standing there, it's pulled back, someone was sitting there. Scuffs on the floor follow paths, showing the general history of traffic. Props are placed according to usage logic, not grid alignment. We believe in the traces of life that bind objects and the environment into a single narrative."

Read the full post here and explore more of Dmitrii's tips:

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