Hi Lincoln, Thanks for this. I found it incredibly informative. Could I ask you a question about your wind + plant movement? Is there any way to stop it looking like the plants are rooted in moving water. I find it horribly distracting and pulls me out of my suspension of disbelief. Cheers, Tudor
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Lovely work ! You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly" do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)
Yesterday Gnomon held a fantastic event “Uncharted 4 Environment Art: An Evening with Naughty Dog“. It was running for almost 3 hours, with talks by a lot of great artists, including David Baldwin (Environment Artist), Brian Beppu (Texture/Shader Artist), Heather Cerlan (Texture/Shader Artist), Todd Foster (Environment Artist), Jeremy Huxley (Environment/Shader Artist), Jonathan Schmidt (Texture/Shader Artist), Reuben Shah (Environment Artist) and Anthony Vaccaro (Environment Artist – here’s our interview with Anthony). These amazing guys covered most of the ground on environment production, starting with concepts and ending with the way environments support gameplay.
If you’re wondering they’ve covered Madagascar production and the creation of the ship environment as well, this is your lucky day. A lot of time was devoted to the readability of the environments, pre-production work and the whole way various artists and designers collaborate on huge projects like Uncharted 4. Here are the videos for your enjoyment!
Part 1: Pre-Production Work
Part 2: Madagascar – Fancy Production Work
Part 3: Supporting Gameplay Through Readability
We’ll provide some shorter descriptions of each talk at a later time. Meanwhile, you can enjoy some of the amazing interviews we’ve had with the artists from Naughty Dog right here at 80.lv.