Hello everyone and welcome to the
Monthly Art Challenge for the month of June !!!
Hey guys !
Another month passed by, and we got new concepts ! Horrayyy ! xD
Not gonna say much, it's summer, so, take your time with some fresh fantasy stuff ^_^
As always: You can still work on the previous challenge and keep posting in that thread! I hope you finish your art!
NOTE: This month and the next to come will include environment(exterior and interior) and prop. It's all up to you which you choose to do.Join our Skype group if you want! Add me on Skype and I will add you to the group.
Me:
oli-graphicsYou don't have to join the Skype if you don't want to, and you don't need to ask to participate in the challenge, just start working and post your progress in this thread!
Artist: The Elder Scrolls: Online
Artist:
https://www.artstation.com/artist/andaArtist: Torchlight 2
Artist: The Elder Scrolls: Online
Feel free to approach either of the concepts however you like but I'd recommend making it as modular as possible to save time and keep things optimized. It's really up to you, and as long as you are learning, it doesn't matter right?
Also if you want to change up either concept a bit, as some people wanted, then feel free. Interpret these concepts to your liking.
There are some things that I would like to point out to for newcomers.
If you only want to do a few props as best you can, then feel free to go ahead and do it. This way you can gradually work on building up to a full scene before diving head-first into the whole ordeal.
Please read all the rules before starting.
When you are just starting out making a scene, it can seem complicated or imposing, so take the time to break it down.
Think about how you can re-use assets, re-use textures, break it down as simple as possible and plan it out. A lot of people will break it down in their own way when they start out their challenge. Gather some reference images as well for different parts of the scene, maybe gather some refs and make it your own.
Take your time planning and blocking out, it will set you up for success later on.
Here are some specifics.
- Try to post one critique for every post that you make. This will make for a better learning environment and help us all grow as artists.
- You are able to use any provided render engine to present your work. (Unreal Engine, CryEngine, Unity, Marmoset Toolbag, V-ray etc. etc.)
- You must try your best and finish as much as you can in the time frame provided.
- Post what you are working on in this thread so that way it's a more centralized place for advice and critique. We don't need to have 1000 disjointed threads littering the forums.
- I would strongly encourage you to go and look at other games and see how they make their assets as well as get concept art to give it your own feel, but it must stay very close to the concept, if not super close.
Well that's about it. If you think that any rules should be changed, or there should be new additions to the rules, please let us know.
All that matters is that you learn, while being able to effectively critique others, as well as accept critiques on your own work. Remember to have fun. Cheers!
Replies
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so i started working on these primarily to learn zbrush and to get back into modelling again. the throne was the first sculpt i had a crack at. ive also posted screenshots of this on the 10 thousand hours page on facebook for some C&C and the main thing i took away from it was the top of the throne needs to be shaped wider than the base so if i get chance im going to go back and alter this.
the second asset ive tried to sculpt was the tomb, note that ive also gone for a more simplistic style with this one over the gritty slightly noisy looking throne. i think if i get chance to go back to the throne im going to tone it down to be more like the tomb.
along with making my own assets ive also been looking into some zbrush tutorials and ive just finished the sculpt for tilable texture stone floor which i think will fit in well with these props so im going to use it
guys im pretty new to zbrush and doing challenges and stuff so any comments on where and what i can improve on would be great. or if you think any specific tools or techniques may be good to learn and use for this challenge id be grateful if you could share the knowledge
sorry for the long post here is a potato
Here is where I'm at:
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joe borley: are you going for realism, or is your plan to stick to the style of the original concept art?
As for me, I think I'll try to get as much done on that lighthouse concept as I can. Here is what I did today. I started to sculpt the bridge in 3d Coat. I need to figure out how I want to separate the pieces to make it slightly more modular and easier to UV and paint. I blocked out what I'm thinking at the moment for how i'll split it. But, any suggestions would be appreciated.
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as for the Torchlight Crypt props, i wasn't sure if that tapering in the concept was due to perspective distortion, or intentional architectural entasis. the noise on my textures was to help with unwrapping, so i can decide if i want to double the resolution. if i got rid of the noise, and went with solid colors, i could basically just unwrap it to a tiny color palette or gradients of color texture, like an N64 pokemon. but i think i want to sculpt and bake some stone normals to replace that noise.
i took a break for a few days, and now i think i might start over with a more realistic style on those assets. my goal for this project is to better understand how to plan out environment textures, and i think it was a bad idea to atlas masonry architecture trims with props. i think these pedestals would fit better with other architectural trims, so i should probably make a whole crypt porch, with an entrace arch, pillars, stairs, railings, etc, and make a trim set for that... maybe ill make it grey, and color it in ue4.
instead of trying to fit all of these things on a single texture, i think i should make a set of tiling textures that fit together, like: tiling stone, tiling stone bricks, stone trims, and a texture for individual stone bricks broken out from the trims. then i do the same for wood planks, and metal fence. ideally, this atlas technique, where i grouped everything into a single texture, would be used on LOD 2, while LOD 1 uses the tiling trims, and LOD 0 uses individual decimated bricks, placed with a jittery rotation. so i might take another swing at this, maybe with darksiders or dark souls amount of realism and detail.
Saw them nice books so I made books!
Might make more of the assets tomorrow as this is all I had time for today.
Keep it up guys!
I made some assets and since I already had books I made the bookstand with and then I gave the crystals a go. Was hard getting the crystals to look good and I might revisit them later on.
Feel free to give me some feedback Would be cool if anyone had an idea on how to make the crystals look more like crystals
I'd say in this case, Experience, it'll be a good choice to sway from the concept, with regards to how the crystals look. Maybe go for something more glassy, like obsidian, or something.
https://www.google.com/search?q=gem+crystals&espv=2&biw=1920&bih=955&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiL_sSc0-zNAhXBRyYKHRWED2wQ_AUIBigB
https://www.google.com/imgres?imgurl=http%3A%2F%2Fcdn2.bigcommerce.com%2Fn-d57o0b%2Ffjb62nx%2Fproduct_images%2Fuploaded_images%2Frock-crystal-gemstone.jpg&imgrefurl=http%3A%2F%2Fwww.bianoti.com%2Fgallery-gems-and-crystals.html&docid=-J3StoptS8vqjM&tbnid=EToxZgopL0EENM%3A&w=338&h=364&bih=955&biw=1920&ved=0ahUKEwi2z_ud0-zNAhVINiYKHZmaAwAQMwhEKAwwDA&iact=mrc&uact=8#h=364&w=338
Ill see if Zbrush helps, Im not sure what you mean by the material and normals. Im pretty sure that both are what they are suppose to be. The models are rendered in Marmoset.
Crystals would be a better render target than the concept. Ill definitely try to match a real one on my next iteration and maybe mix in some other elements as well.
Cheers guys!
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the main difference between a rock and a crystal, is the way light passes through and bounces off the interior of a crystal, creating a secondary, more saturated, highlight on the inside. this is difficult to do in ue4, because its lighting is deferred, and doesn't allow specular highlights with translucency, unless you enable forward rendering, but i came up with a hacky way to fake that bounce lighting in an opaque material, using Fresnel and WorldAlignedBlend:
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Ah nice man, I might try that out when Im setting up a final scene in UE4. Right now Im just using Marmoset for a quick render
Working on UV's right now maybe I'll know better if I did an ok job after those are done.
Looking good so far, i'm a bit of a noob myself, joined up to comment and give that Lighthouse environment a go, so i can't really comment on how good your topology is but your silhouettes are looking pretty accurate. Maybe keep your meshes nicely named for organization purposes. Looking forward to seeing your progress. Ill start blocking out and breaking down what textures to use when i've got some time.
Should I just keep at it or scrap it and start over? If i were to continue I would make it even more sharp and work with the silouette.
Below is WIP of what I have so far. New to Substance Painter/designer, but I love the software so far. Images are screenshots of the Iray render and wireframe in Maya.
Comments/critique highly appreciated.
Thanks,
Alexander
@Experience really digging that crystal material, color / reflectivity-wise I think you've got it. Do agree with @Decordova360 though, more sharp areas would help....which is exactly what I'm struggling with!
Working on the small table prop. I'm pretty far off conceptually with the crystals, but trying to get a more jagged/spire look to them...pretty difficult in zbrush though:
plan to rework the far left and right "crystals" and get the wood and brackets finished up next.
http://cdn.shopify.com/s/files/1/0305/6537/files/CRYSTALMAGICGRAPHIC_grande.jpg?18329548710626158047
http://bubblepinch.com/wp-content/uploads/2014/09/Mineral-Admiration-Watercolor-Paintings-of-Crystals-by-Karina-Eibatovaby-Christopher-Jobson-on-September-1-2014.jpg
http://vignette1.wikia.nocookie.net/elderscrolls/images/2/26/Skyrim_Greater_soul_gem.png/revision/20130120200139
http://vignette4.wikia.nocookie.net/elderscrolls/images/c/cc/Skyrim_Lesser_soul_gem.png/revision/20130120200142
https://img1.etsystatic.com/005/0/6750855/il_570xN.404200985_4bti.jpg
http//s1298.photobucket.com/user/Lutzburg/media/gem_monster_by_mooreartcn-d6qk58w_zps18e79428.jpg.html
Sorry I am at work and not at my computer at home, so I had to resort to microsoft paint :P.
Good start, maybe try connecting more sharp edges to one another and having the faces pop like some of the references listed.
@kadeschui
Thank you for your feedback, I appreciate it. I went back and added some sort of nails to the metal brackets- they're a bit faint at the moment so will go back and increase their visibility.
You have made some very nice progress on the crystal based off of Decordova360's feedback. Keep it up
Here is just an update from me with some props in UE4. Playing around mostly- having a lot of fun. I will re-size the props once they are done, crystal/crystal holder feels unbalanced at the moment.
I do however have an issue (last image) and that is that something goes wrong in Substance Painter when I bake. I do not understand what or why, I'm doing the same method I have before. I have done everything I know to try and fix it. I am using a cage which is covering the high/lowpoly meshes, the UV's should be fine, tried various smoothing groups etc but nope, nothing. If anyone have any sort of idea I would really appreciate your help. I get more confused since it's looking fine in the viewport but the maps themselves are not- maybe I'm just stupid, haha.
Anyway, thanks for looking and comments/critique always welcome.
Alexander
Many thanks for your time
@AlexanderConcept The nails are looking great!
Thanks for the words of encouragement...it's getting there ..i think
this might help:
https://www.youtube.com/watch?v=ciXTyOOnBZQ