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COURSE

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TABLE OF CONTENTS

INTRODUCTION

As a Vehicle Artist you’re responsible for making high quality vehicle assets that integrate into the games you’re working on. These vehicles are usually useable by the player so require interiors as well. When there is no dedicated vehicle work available you will also be working on other hard surface assets that will need to be built for the game.

The workflows that you will be using depends on the game and technical limitations. A Sci-fi example, spaceships in Star Citizen use the Midpoly workflow. But you could also be working with the more traditional highpoly to lowpoly workflow or just working with masks and tileables as well.

LESSON OVERVIEW

EXERCISES

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ADDITIONAL RESOURCES

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SPECIALISATION OVERVIEW

As a Vehicle Artist you’re responsible for making high quality vehicle assets that integrate into the games you’re working on. These vehicles are usually useable by the player so require interiors as well. When there is no dedicated vehicle work available you will also be working on other hard surface assets that will need to be built for the game.

The workflows that you will be using depends on the game and technical limitations. A Sci-fi example, spaceships in Star Citizen use the Midpoly workflow. But you could also be working with the more traditional highpoly to lowpoly workflow or just working with masks and tileables as well.

COMMON RESPONSIBILITIES

Collaborate closely with the Art Director, Lead 3D Environment Artist, Level Designers, and other team members to develop a cohesive artistic vision for the game's vehicles and it’s interiors.

Create highly detailed vehicle assets, ensuring they align with the game's visual style and technical requirements.

Creation and integration of new amazing liveries for vehicles.

You’ll create texture maps and materials that align with the art style and technical requirements of the game.

You’ll stay updated with industry trends, techniques, and tools related to environment art, and share knowledge with the team to foster continuous improvement.

DAILY ROUTINE

Your daily routine consist of the modelling, unwrapping and texturing of vehicles before setting them up in the game. Spending most of your time iterating and working on vehicle designs together with your leads and other vehicle artists.

The main factor that changes your routine will be the complexity and scale of the vehicles you will be working on. If there is no interaction required then this will reduce the need for interaction with other disciplines.

On the opposite end, when working on massive vehicles with loads of interactions like in Star Citizen for example. In this case your work will be more involved with other departments. And potentially increasing amount of meetings too.

Talking about meetings, most of the common will involve talking to Concept artists, Lead Artists, Art Directors and occasionally level designers. So this turns into a daily stand-up, weekly art reviews and bigger show and tells where you get to present your work.

WHO YOU COLLABORATE WITH

Your closest collaboration will be with concept artists that will be working on the designs and bringing them to life. When interaction gets involved then that will usually come through level designers that make the structure of the vehicle work before we get to do a pass on the designs.

When talking about the restrictions you will also need to take into account technical restrictions that are set for the game with the help of technical artists and Level Designers.

Lasltly, for more involved vehicle designs you will often be interacting with Lighting, Material and VFX artists as they will help you implement their materials, effects and lighting.

INSIGHTS FROM THE ARTISTS

PLACEHOLDER

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