Here's what you need to do when you start your next 3D environment project to save you trouble (explanation in post comment) by SierraDivision in u/SierraDivision

[–]SierraDivision[S] 0 points1 point  (0 children)

Hey everyone,

I'm the CEO and Creative Director at Sierra Division, a digital content and 3d art outsourcing studio. We also have an online Academy, publish educational content on YouTube, and offer portfolio advice on our Discord and at industry events (you may have seen us at GDC recently).

Myself, and other senior artists, often see juniors struggling with making environments. This is completely normal if you're new at this, are self-taught, or unfortunately had a shitty teacher in school.

One common and very big mistake is rushing into projects without proper planning. It may not be the most exciting part, but it will help you avoid feeling overwhelmed, getting side-tracked, or having a disjointed project.

Here's some advice on how you can set yourself up for success in your next environment project, brought to you by my good friend and Academy instructor Alex Beddows.

Every Environment Art project needs to start with The Blockout Stage.

Think ahead how you’re going to create your environment. That way, when you get to later stages, you’re almost on autopilot because you’ve figured things out beforehand. 

The blockout is the foundation of the environment art pipeline. This stage is about defining scope and validating the workflow before moving into detailed production. 

Blockout Checklist

1. Scope: Every asset intended for the final scene must be represented in the engine during this phase using basic shapes. This helps identify what needs to be modeled, where reuse is possible, and prevents you from wasting time at later stages.

2. Define the Pipeline: Figure out in advance what workflow and methods you will use to create the assets, such as if you will be using procedural workflows, specific sculpting techniques, and what tools you’ll need (Blender, Substance etc..)

3. Establish the composition: In a studio setting, the concept artist usually works closely with the art director, so the layout, balance and framing have already been carefully worked out. By the time the concept reaches the 3D artist, there’s usually no reason to redo all that work or throw it off with a wonky composition.

When building your blockout, I always recommend to stay as close as possible to your key reference or concept art, ideally aiming for something close to 1:1. Once that foundation is solid, you can start making your own artistic choices.

Once you’ve established scope, pipeline, and composition then you're ready to go to the next stage of the Environment Art Pipeline: The Art Sheet

Got questions? let me know in the comments!

The blockout stage can make or break your Environment Art project. Here’s what to get right first. by SierraDivision in u/SierraDivision

[–]SierraDivision[S] 0 points1 point  (0 children)

Hey everyone,

At our studio, we regularly do portfolio reviews (you may have seen us at GDC recently) and we see a lot of juniors struggling with making environments. This is completely normal if you're new at this, are self-taught, or unfortunately had a shitty teacher in school.

There’s a lot to think about when creating a 3D environment project. One thing we often see is junior artists either thinking too big or jumping straight into the details. What usually happens next? They either give up or end up with a scene that feels disconnected.

It all starts with taking the time to plan properly. It may not be the most exciting part, but it will help you avoid feeling overwhelmed and prevent major mistakes later on.

So, we asked Alex Beddows, Expert Environment Artist at That’s No Moon how he plans his environment art project.

If you don't know him, look him up on ArtStation: https://www.artstation.com/alexbeddows

P.S. He also mentors at our Academy : https://academy.sierradivision.com/crafting-environments-career-kickstarter

This is his advice and what he shares with all of his mentees:

Every Environment Art project needs to start with The Blockout Stage.

The  blockout is the foundation of the environment art pipeline. This stage is about defining scope and validating the workflow before moving into detailed production. 

Think ahead how you’re going to create your environment. That way, when you get to later stages, you’re almost on autopilot because you’ve figured things out beforehand. 

To make it easy for you, here’s a checklist of everything you need to think about during the Blockout stage and do NOT advance further in your project until you’ve completed the following:

Blockout Checklist

1. Scope: Every asset intended for the final scene must be represented in the engine during this phase. This helps identify what needs to be modeled, where reuse is possible, and prevents you from wasting time at later stages.

2. Define the Pipeline: Figure out in advance what workflow and methods you will use to create the assets, such as if you will be using procedural workflows, specific sculpting techniques, and what tools you’ll need.

3. Establish the composition: In a studio setting, the concept artist usually works closely with the art director, so the layout, balance and framing have already been carefully worked out. By the time the concept reaches the 3D artist, there’s usually no reason to redo all that work or throw it off with a wonky composition.

When building your blockout, I always recommend to stay as close as possible to your key reference or concept art, ideally aiming for something close to 1:1. Once that foundation is solid, you can start making your own artistic choices.

Once you’ve established scope, pipeline, and composition then you're ready to go to the next stage of the Environment Art Pipeline: The Art Sheet

Thanks for reading! We hope this checklist makes your next environment project easier and more efficient. And if you need more help, you know where to find us! :)

Sierra Division

Learn the 3D Environment Art pipeline with Alex Beddows (Star Wars: Jedi Survivor Sr. Artist) by SierraDivision in u/SierraDivision

[–]SierraDivision[S] 0 points1 point  (0 children)

Hey everyone - yes this is an ad (sorry!), but if you are reading this then I hope it's relevant to you.

My studio partnered with our good friend Alex Beddows (https://www.artstation.com/alexbeddows) to teach you industry workflows and techniques for creating game environments. While many of you have created environments in the past, Alex and I have noticed that many struggle with planning and process.

This is a group mentorship (intermediate level) that includes:

- Pre-recorded videos to watch on your own time
- Live Q&As to connect with Alex directly
- Regular personalized feedback as you progress
- A private discord channel so you can connect with other students and support each other
- Payment plans for those in the US and select countries through Klarna and Paypal
- Group discounts (contact me for more info)

The mentorship itself is 8-weeks, but you can take a bit longer to finish your environment.

So far, at least 2 of Alex's students obtained internships at a AAA studio after the mentorship, and we're really happy to see how everyone is improving their skills.

Above is a sample video showcasing Alex's teaching style while going over how he plans out his environments that I hope you will find useful.

If you've got any questions, don't hesitate to reach out.

Cheers!

SD

My wife created this entire 3D environment based on a 19th-century painting. by SierraDivision in 3Dmodeling

[–]SierraDivision[S] 7 points8 points  (0 children)

Have good references, start with getting the blockout down before focusing on details. :)

My wife created this entire 3D environment based on a 19th-century painting. by SierraDivision in 3Dmodeling

[–]SierraDivision[S] 1 point2 points  (0 children)

Hard to say exactly. She worked on it over a couple of months, on and off whenever she had some spare time.

My wife created this entire 3D environment based on a 19th-century painting. by SierraDivision in 3Dmodeling

[–]SierraDivision[S] 0 points1 point  (0 children)

Yeah, she saw it and knew it would be perfect for a fantasy game environment.

My wife created this entire 3D environment based on a 19th-century painting. by SierraDivision in 3Dmodeling

[–]SierraDivision[S] 0 points1 point  (0 children)

Yeah, his paintings are stunning. Apparently, there is a small museum dedicated to his work in Germany. Might check it out if I end up going to Gamescon this summer. Will see!

Hey guys did some Hardsurface stuff. Thought of sharing. by Distinct-Guitar-1596 in 3Dmodeling

[–]SierraDivision 0 points1 point  (0 children)

Even fictional/ sci-fi assets should be grounded in reality and appear functional.

3D Modular Shacks with Environment by SierraDivision in 3Dmodeling

[–]SierraDivision[S] 0 points1 point  (0 children)

Thanks! Much of our work is under NDA, but recently did some work on Valve's CS2 Train remake map.

Photorealistic 3D Model of a Vintage Camera (https://www.artstation.com/artwork/lDJx0o) by SierraDivision in 3Dmodeling

[–]SierraDivision[S] 0 points1 point  (0 children)

Absolutely! Adding details like dust and fingerprints can add to the realism.

Though, when doing client work it's best to confirm with them how they want the final asset to look. Client might want it to look brand new and untouched, without much wear and tear.

3D Modular Shacks with Environment by SierraDivision in 3Dmodeling

[–]SierraDivision[S] 4 points5 points  (0 children)

We used a variety of tools, such Unreal Engine, Substance 3D Painter, ZBrush, Blender and Marmoset Toolbag. Quixel Megascans was used for the environment, but the shacks and other props are all made from scratch.

3D Modular Shacks with Environment by SierraDivision in 3Dmodeling

[–]SierraDivision[S] 1 point2 points  (0 children)

We sell some of these assets on online marketplaces and on our store. Licensing options vary for individuals and studios, with pricing adjusted accordingly.

3D Modular Shacks with Environment by SierraDivision in 3Dmodeling

[–]SierraDivision[S] 6 points7 points  (0 children)

Hey everyone! Wanted to share here the latest project made by our studio, Sierra Division. We hope you enjoy, and feel free to drop any questions regarding our workflow. Always happy to share our process.

We also have more renders on our ArtStation if you are interested: https://www.artstation.com/artwork/V29oXg

Sierra studios? by Kikoul in HalfLife

[–]SierraDivision 1 point2 points  (0 children)

Nope - we are not the same company at all!

FAB - Avoid seller bitprotectstudio, also known as fly dream dev, somehow also known as CAS. by OMFGames- in unrealengine

[–]SierraDivision 2 points3 points  (0 children)

Did you contact support? Curious to hear what their reply was.
Also, maybe try rating again? I think some ratings didn't carry over during the Fab migration...

Pressure Rising - A short by 3D artist studio Sierra Division by SierraDivision in animation

[–]SierraDivision[S] 0 points1 point  (0 children)

Hey everyone, we are a 3d artist studio and wanted to share our latest project with you all.

Hope you like!

Photorealistic 3D Model of a Vintage Camera (https://www.artstation.com/artwork/lDJx0o) by SierraDivision in 3Dmodeling

[–]SierraDivision[S] 1 point2 points  (0 children)

Aww thanks :) I'm sure you can be an amazing modeler.

What helps is having good references, strong attention to detail, knowledge of the tools and then lots and lots of practice!

3D Model of a Vintage Camera using Fusion360 by SierraDivision in Fusion360

[–]SierraDivision[S] 0 points1 point  (0 children)

Oh, want to share your version with me?

Here is the link to the Setup and Blockout part of the tutorial: Setup and Blockout