Monthly Environment Art Challenge - May & Jun 2018 (54)

polycounter lvl 8
Offline / Send Message
kadeschui polycounter lvl 8
Welcome all! It's time to kick off the Monthly Environment & Prop Challenge #54!

Incredible work by all! Due to my busy schedule this past month there wasn't time for a voting round - we will pick back up next Challenge!

Remember if you don't finish in the time allotted, just keep plugging away and post when your work is finished. There's always some good progress that falls off the radar - we want to see your work! So keep going and finish those pieces!

 Without further ado, here are our options for Challenge 54!


HARD SURFACE CATEGORY:

artist: Ricean Vlad

HAND PAINTED CATEGORY:

artist: Arthus Pilorget


HAND PAINTED CATEGORY:

artist: Grace Liu

HARD SURFACE CATEGORY:

artist: Patrick Bloom


If you want to change up either concept a bit, as some people wanted, then feel free. Interpret these concepts to your liking.


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 must use a game engine to present your work. Unreal Engine and CryEngine are very common engines that can be used but feel free to use any alternatives that you want. (Marmoset Toolbag is allowed as well)
  • 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 me know. As always, please feel free to provide feedback / suggestions in this thread or by messaging me directly.

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

  • Navi271
    Offline / Send Message
    Navi271 polycounter lvl 4
    BUMP

    Is anyone doing this? I feel like it got lost in the abyss of the 3D Art Showcase thread lol.
  • MJG
    Offline / Send Message
    MJG polycounter lvl 3
    I will participate this month - going for the hard surface prop :). @Navi271
  • Quibees
    Offline / Send Message
    Quibees triangle
    Hello, everyone! Decided to give a try to the mask prop, though it`ll be very hard for me, cause I wanna learn zbrush -> handpainted pipeline and  have no experince in baking for that haha :(
    So far I`m trying to make a raw blockout in max. Started with the gold part

  • MJG
    Offline / Send Message
    MJG polycounter lvl 3
    Hi Quibees looking good so far :). I also finished my rough blockout for the variation 2 of the weapons
  • jill3d
    Hey everyone, throwing my hat in the ring for this one for the hand-painted boat!I wanted to get a full block-in as quickly as I could, seeing as I'm going on vacation for a few weeks that will eat up most of May. Here's where my boat stands (floats?) so far :) The top room is still symmetrical, which it seems like it isn't in the concept art, but that will be addressed when I have some time to put into it again. Looking forward to seeing what everyone else does for this challenge!


  • Zerogun
    Offline / Send Message
    Zerogun polycounter lvl 7
    I will be attempting the hard surface scene. I've got a break down in Photoshop already. 


    I'm going to take a little extra time on pre-production so I can get my plan all squared away. I have an idea how this will lay out, but I need to see if everything works.

    I am a little worried about what I can do in the doorway without cheesing it... to plan and plan and plan some more.
  • yashar98
    Offline / Send Message
    yashar98 polycounter lvl 3
    i start by creating some base mesh in maya
  • Quibees
    Offline / Send Message
    Quibees triangle
    @yashar98 looking good!
    Some progress on block out, still lots of issues that i hope I`ll fix in zbrush. And I`m not sure how the back side should look :(
  • Jaccob_Gabriel
    Hello All.
    Setting up some basic lighting, and modular pieces in UE4. After a few more tweaks, I'll start refining and making high resolution meshes. :)

  • kadeschui
    Offline / Send Message
    kadeschui polycounter lvl 8
    @Navi271 Thanks for giving this a jumpstart! I have been swamped with work and forgot to check in. Should have had a sticky, let me check up on that :)
  • Navi271
    Offline / Send Message
    Navi271 polycounter lvl 4
    kadeschui said:
    @Navi271 Thanks for giving this a jumpstart! I have been swamped with work and forgot to check in. Should have had a sticky, let me check up on that :)
    You're welcome. I'm not even sure if I'm going to contribute to the challenge this time, but I do like checking it out and seeing what people are creating!
  • BakertheGameMaker
    Offline / Send Message
    BakertheGameMaker polycounter lvl 6
    Hey everyone! had fun with the last challenge, I'm gonna hop in with some critique and my own progress as well.

    @Quibees I like what you have for the mask so far. I would make the little tiny pieces at the top in the middle have some volume, and adjust the way that they are intersecting the main body of the mask, and I would add some cuts to the two little pyramid shapes at the top, since doing so affects the outline, and they don't really appear to be perfect pyramids in the reference.

    @Jaccob_Gabriel The lighting in the reference seems much brighter/to have much more contrast, and I think your hallway is a bit wider or more "roomy" than the reference. Can't wait to see more! I love scifi hard surface stuff.

    I've decided to take a stab at the hand painted piece this time. Here's what I have so far. I imagined the back of the mask as having some kind of velvet material that is riveted in. I think I will try to make the inside of the back of the eyes have some wild material on the inside, so that it makes it look like you would peer into another world after putting it on.

    Edit: Also got the unwrap done. Gonna see if I can't finish this one quickly, and maybe try the sci fi scene or the boat after this.

  • Zerogun
    Offline / Send Message
    Zerogun polycounter lvl 7
    Okay, I think I have a rough outline in UE4 to start my scene. I like the spacing. Lighting is not final and will prob be worked on when I'm dealing with texturing.

  • yashar98
    Offline / Send Message
    yashar98 polycounter lvl 3
    @Quibees thank you.
    after match two sides and creating nose :)
    now i want create the back side

  • slam_nine
    Offline / Send Message
    slam_nine polygon
    Nice job, the boat looks really close to the reference.

    The worn details look really good on your high-poly mesh! I like how you designed the back of the mask too, though the eye holes on the back look a bit uneven.

    My low-poly model of the boat is getting along smoothly. That loose painterly look is really nice on the concept art, It'll be interesting to see how people translate it to 3d.

  • Roumonk
    Hi everyone! I've joined polycount a few days ago and immidiately decided to participate in this challenge [HARDSURFACE]. Hopefully these challenges will be a great improvement to my environment artist's skills ( and to my English skills too :blush: )

    Here is my early blockout, which took me almost two days to approximately match perspective (and it's still unfinished, hah). As you see, I've made some changes to the concept (i.e. stairs)

    Oh, and, I don't get it, when does the challenge is supposed to end exactly?

    BakertheGameMaker The mask is looking very great already :) 
    For the glow effect, maybe you should try something like plasma-style praticle generator, if you are using UE or similar :grey_question:

  • Quibees
    Offline / Send Message
    Quibees triangle
    Nice progress everyone! 
    Last second I decided to do classical hand-paint without zbrush, not sure why. Mapping and base coloring with some ao and curvature ^3^

Sign In or Register to comment.