Tips
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Prioritize Lighting and Camera Angles.
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Doesn't matter if the scene is cool, if you can't capture that feeling, than is not that cool.
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Presentation is really important.
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Observe photography angles.
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Keep light simple, don't use that many lights in the scene.
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Start with a scene blockout. Work zoomed-out. Don't focus too much on small details, and don't spend too much time working zoomed-in on something too specific. Start with things that heavy the biggest overall effect.
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If you don't do this, when you zoom-out you'll realize how there's nothing connecting to that detail, so it can get depressing and demotivating.
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My Observations
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A lot of environment artists just focus on composition and don't model or texture anything. They use a lot of pre-made assets from an asset store and heavy use of kitbashes, and sometimes, photoscans.
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Basically all of the scene are just meant to be viewed at a specific angle, and will look terrible if viewed from a different angle. Is all about composition.
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The final composition usually focuses on realism, high-poly and heavy use of ray-tracing stuff. It's far from being practical real-time rendering.
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It's also made heavy use of automation tools and addons, such as geometry nodes.
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Overall, I feel like this form of expression can result in the final art being inspiring and creating great concepts, but it can also be a bit generic with a "Unreal Engine 5" feeling of something that seems to lack soul. Because of this, many of the final renders look like they could be EASILY generated by AI...
Addons
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Paid.
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Generates a curve with a lot of points. All properties of the tree comes from editing the properties of the points.
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