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Introduction

Hi! I am Maria Martinez, a graphic designer and 3D environment artist from Sevilla, Spain.

My professional background has always been related to art. Due to the absence of a game dev-related degree in my city, I studied a graphic design degree in Sevilla. I started my professional career working for around 2 years as a graphic designer, in which I learned a great amount of basic composition/color/light theory knowledge that would really help me get a better critical view of my own art.

I have been passionate about video games since I was very young; I enjoyed playing video games such as The Legend of Zelda, Spyro, Ratchet & Clank, Diablo III, and also WoW, Ragnarok Online, and many other MMORPGs. I’ve known since then that I wanted to someday create those beautiful worlds by myself. As soon as I got the opportunity of studying a game dev degree abroad, I decided to go for it; this is what I’ve been doing for the last 3 years in Belgium.

Daily inspirations

My daily inspirations for work come from my close artistic friends, from my very talented classmates, and from the great artistic peeps of the Experience Points Discord server. Also, the beautiful work of some game dev artists such as Jasmin Habezai-Fekri is among my latest inspirations, and every lovely and colorful environment, whether 3D or 2D, that I see on Artstation.

Conclusion

This project was a challenging journey for me due to the fact I had never tried to create an environment following a more stylized approach and it was also the first time I’d done hand-painting inside Painter.

I learned how important it is to make a good planning sketch of what needs to be done in terms of modularity, especially if it is a large scene like this one. The larger the environment, the more time should be spent on planning it, with quick sketches, before any actual modeling whatsoever. 2D sketching can be great in order to have a clear idea of how to tackle the environment modular assets.

Something that is also important is creating a good blockout inside Unreal Engine and iterate on it as much as I want before I start adding the final detailed assets. This is because when these large amounts of final assets are added, it gets more and more complex and time-consuming to make big changes to the scene.

I also learned how important it is to prioritize asset detailing whenever modeling; this way I could finish an environment like this in an optimal amount of time. More specifically, I mean that the more visible the asset is in the scene, or the closer the asset is to the camera, the more time I should spend working on it, and vice-versa.

Finally, I would like to thank the Substance 3D team for giving me the opportunity of sharing my personal, student view on how to tackle this environment artwork, and I really hope this breakdown can be useful to anyone interested in this subject.