Gnomon: Workshop - Environment Sculpting With David Lesperance - 1.1gb
Many artists love sculpting too much. They spend 10 hours adding cracks to a rock that will be 50 pixels wide on screen. Lesperance explicitly warns against this. Follow his polycount limits religiously.
In the competitive realm of 3D entertainment—whether for AAA video games, blockbuster films, or virtual production—the difference between a "good" environment artist and a "great" one often boils down to two things: sculpting workflow efficiency and believability of natural forms . Many artists love sculpting too much
Because ZBrush allows infinite zoom, beginners detail the center of a cliff while ignoring the overall shape. Lesperance repeatedly emphasizes: "Get the primary forms right at 1% zoom." Rewind Chapter 2 until you internalize this. Many artists love sculpting too much