What my learning roadmap should look like?

Question

I want to become an environment artist. For that specific goal, what skills should I prioritize the most? I don't want to spend excessive time perfecting a particular area if it won't have a major impact on my actual career. If a skill is less important for environment art, I'd rather learn it later and focus first on the things that will provide the biggest return for my goals.

I know some modeling some of u know...and my goal was to comfortable enough to move onto next chapter of learning and i can say now i am more or less comfortable in that part and now want to move on the next chapter but i don't know what that is? 

I am trying to be as specific as possible so anyone giving me any advice it will be easier for them...i am sharing some images of what kind of environment artist I want to become for games.

Images are from resident evil village1000164942.jpg1000164943.jpg1000164941.jpg1000164944.png1000164941.jpg

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Reply
  • Dwayne Savage(dillenbata3) replied

    So, this brings up the question what type of environmental arts do you want to be. 

    Foliage and vegetation, level designer, props, environmental texture(volumetric and procedural), lighting, or generalist? Each one has different skill sets. 

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  • Martin Bergwerf replied

    I'd say you'll have to learn Materials, Texturing and Shading always. Sculpting and Retopology will also be very valuable and don't forget about Lighting.

    Now, these are not isolated skills, that you need to learn in a specific order. Sculpting falls in the Modeling category, but you can leav that for later, since you'vce already spend a long time on Modeling, so you might want to switch it up a bit, to 'keep you motivated'.

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  • Sascha Feider(SFE-Viz) replied

    I agree with Martin. Materials, texturing and lighting are most essential for your next step. And you have a great scene from the modeling course already, which you can use to practise those skill.
    Sculpting can be useful for many detailed objects, but it also takes a lot of practise. That's why I'd keep it for later on. Materials and lighting can make or break any scene, that's why I'd prioritize those.

  • Deb kanta Guin(AgainstTheFlow) replied

    Okay so i had to actually search all those terms dillenbata3 ...thank u very much for those infos...

    Thank u very much martin and SFE-Viz....after reading all of ur suggestions...

    I finally get it that i want be an environment generalist with strong taste on mood.. composition and light and storytelling..

    So i think this roadmap is fine...plz do share what u think..or something need to be changed 

    Model → UV Unwrap → Bake → Texture/Material → Lighting → Atmosphere → Composition → Story

    And lastly sculpting...

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  • Martin Bergwerf replied

    Mostly good, just the order is not that strict. You need to UV Unwrap, before you can Bake, but Materials/Texturing/Shading don't come strictly after Baking, but more alongside the Unwrap/Bake. And Lighting affects Materials, so you can't finish Materials/Shading and then start with Lighting. And you will also need to learn Compositing, but that comes after 'everything else', when you (hopefully) transform something that is good into something awesome.

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  • Dwayne Savage(dillenbata3) replied

    Personally I would go modeling ->lighting-> Materials-> UV unwrapping -> texturing/texture painting->baking->animation(mostly focused on material animation)-> atmosphere(volumetric and skyboxes)->composting. 

    As for story, that's kind of detailed all thru out each part. The lighting and materials need tell a story. For example you don't want a bright sunny lighting during the middle of a horror game. Unless there's a reason. I would also add some none blender related studies like color theory. Specifically the phycology of color. This will help to blend the environment with the mood of the story. You can study the rest of color theory too, but color pallets are usually decided during the story development or first draft of game document. Depending on the development team. 

  • Dwayne Savage(dillenbata3) replied

    Note: I know lighting is traditionally taught after materials and texturing, but it effect materials so much in game engines that I think it should be before. Just my opinion. Some argue that you need materials and textures to properly understand lighting. So it really comes down to how you learn. If you start leaving lighting and aren't getting it then stop go-to materials and textures then come back. 

  • Deb kanta Guin(AgainstTheFlow) replied

    woo thank u martin and dillenbata3 
    i think i can now say i probably understand the base....so its like for a good enviroment artist i need to know both technical aspect so i can actually create...and the traditional enviroment theorys for example story telling..color theory..composition.. how light create moods..etc and now because i want it to learn for games i have to learn that specific pipeline so that i can actually optimize my assets and engine dont crash ans all....put all those together u now have become an enviromet artist..so for now i am gonna focus on the tech parts then brach out...

  • Deb kanta Guin(AgainstTheFlow) replied

    ohh and thank u for the light and material tip dillenbata3 i will see about that..what is working for me..
    again thnak u both martin and dillenbata3

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