Here is a video breakdown of the process that I used for finishing the rest of the Totem Pole concept.
Here is a video breakdown of the process that I used for finishing the rest of the Totem Pole concept.
When people say ‘I can’t find out how to do x’. My first response is did you google it? Which is my inherent reaction at this point when I start something new. We all have these smart phones these days with internet access 24-7. Google whatever you’re interested in on your phone if need be. Taking that initial step shows motivation on your part that you care about what you’re doing enough to take the first step yourself.
When I moved to a new area the first thing I did was type in the area and rental homes in google, went a few pages into searching, and found a few leads that put me on the right path. This step seems like a small step but it’s actually a rather large step. Think of your project or whatever you are trying to accomplish as building a house. Searching out information as the first step creates a strong foundation for you to build on. I do the same thing when I’m starting a new game art project. Search out the time frame, culture, area, etc about the piece.
So whatever you are trying to fix shingles on the roof, buy a new TV, start a new game art project based on ancient Mayan ruins, learn a new technique in ZBrush, etc go to the search engine first.
Additional links on similar topics:
Here is a video breakdown of the process that I used for blocking out a concept.
I’ve walked by this place enough and been to enough shows and always thought it would be fun to draw. Definitely a lot of lines and details. Universal Studios is chock full of great things to draw if you get a chance to go there make sure to take your sketchpad.

I purchased a blank sketchbook in July and it’s just sat on my desk staring at me. So I decided that my 2012 resolution would be to fill up that thing and be more consistent doing some non-video game art art. So here’s a mad dash to make some headway on it before the end of the year. The top left one is a hotel in St Augustine, FL and the middle one is as well. The other ones are just images I found on the world wide webs that I liked.
The top left is pencil with water soluble colored pencils on watercolor paper. The other ones are micron pen with the same paper and colored pencils.
I’ll try to put up new ones as I make them.
Having a vast library to get inspiration from, art theory knowledge, or technical processes is very important for any Artist. This still holds true for Environment Artists. I have a number books that I have purchased or read. Some I totally recommend to every Environment Artist to read and others are only a specific concern (modeling Roman columns, painting ancient cave symbols, etc). This is is covering the former, books that every Environment Artist should own. Now some of the books might be inspiration books (such as Art of books) and some maybe be theory books (Color theory books, etc).
Maya Studio Projects: Game Environments and Props by Michael McKinley covers the basics of environment art creation using the 3d software Maya. It has a lot of great advice and walkthroughs on art creation for beginner Artists. I also have a piece of work in the gallery section with some amazing Artists, so that is pretty cool. I really recommend this book if you’re starting out, fresh out of college, or trying to get back into game art creation after some time out of the loop.
Elements of Color by Johannes Itten is an amazing book (+1 for Kindle edition too) on color. Having an understanding of the different types of color contrast is very important for Environment Artists creating textures, lighting environments, and finishing scenes. This book really helped me years ago start thinking about my color usage in my work.
There are many art of books. But the Art of World of Warcraft books (each expansion and the original game have art books) are the quintessential Art of books for video games. They have a fantastic mix of characters, props, and environment concepts. Blizzard does a fantastic job of having phenomenal art created for their games. Organizing that art and documenting it is very helpful for Artists to see the art and process. I find the books very inspirational. Even if you are creating art that is in a different style these books will help you think about form, value, and composition in your environments and props you create. Unfortunately these books are only officially available in the collectors editions of each game and expansion. So unless you bought those when they came out you’ll have to scour an online auction site or reseller.
Again, another Art of book. Being able to look at what professional Artists have done and understand their workflows for your art is important. This book has a breakdown of the whole art process from character concepts to finished environments and effects. The documentation is expansive and precise in the book. There is also a great The Art of God of War 3 from the same publisher that is just as amazing.
Color and Light: A Guide for the Realist Painter by James Gurney captures a lot of his blog in book form. It has slowly risen on the lists of books that I read and look at for reference. He has a masterful understanding of color and how to render forms. If you are hand-painting textures this book will directly influence your work.
There are a ton of other books. I will edit this post as I continue to sort out my library of books and expand my library as well. Most of the books on this list are not currently available digitally as of typing this. Hopefully when you read this you’ll be able to have the option to digitally purchase these books.
I started a thread over at polycount.com for this blog post. There are a ton of great book that other Artists added to the list. Go give the thread a read to get more book ideas.