Welcome to the Monthly Noob Challenge August 2013 (10)!
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This month's concept.
While this is handpainted, feel free to approach this however you like, if you want to sculpt it, go for it. It's up to you, as long as you are learning then it doesn't matter right?
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, go for it! This way you can work on building up to a full scene.
RULES:Please read all the rules.
When you are just starting out making a scene can seem complicated or imposing, so break it down.
Think about how you can re-use assets, re-use textures, break it down as simple as possible plan it out, a lot of people will break it down in their own way when they start out their challenge. Gather some refs 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.
All that matters is that you learn and give and get advice and are willing to be critiqued.So here are the specific rules:
Try to do one crit for every post you make, this will make for a better learning environment and help us grow as artists.
Must make your own textures, no stealing, we can't keep you from it, but the goal is to learn, even tileables, I mean you can take someone else's image and make it tileable, that's fine.
You must use a game engine OBVIOUSLY. UDK or Cryengine will probably be the most used, but feel free to use any.
You must try your best and finish as much as you can in this month.
Post what you are working on in this thread so that way it's a more centralized place for advice and critique and we don't have 1000 disjointed threads littering the forums.
Well that's about it, if you think the rules should be changed let us know.
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.
Please stay away from Ddo, yeah, it's great if you know what you're doing, and for a production pipeline supplement, but other than that, please don't use it. Ndo2 is allowed. This was talked about in the other thread, please don't complain.
Good Luck!
PS
Check out our new sister challenge the
2D Noob Challenge we are test driving now!
Replies
In! Haven't finished a complete scene so far but oh well, here goes nothing.
Magics!
Magics indeed.
\m/
Haha, I have to admit I laughed out loud at the fact that you chose to point out the chandelier, which could conceivably be anchored by something out of sight, but seem to be completely fine with the giant blue crystal that's just suspended in midair.
It would make such a great portfolio piece, loving it!
Have fun everyone!
Cannot WAIT!
At work atm, when I finish I will blockout this badboy!
I startet off with a texture breakdown:
followed by a scene breakdown:
And colors:
Next:
Texture planning and blockout
Beside that:
Does anyone know the artists name/portfolio/deviantart... sincce there's just a nickname.
http://masaki.cghub.com/
Would you guys make the room as one piece of geometry or try to tile some geo too?
I'm doing this in Cryengine again... don't know how it'll hold up with the hand painted textures.
Anyway I took some time to get a basic blockout in engine after a brief analysis of the scene. Will make an other pass at it today and then start working on some rough textures.
The room itself it's pretty strange by the way. It's kind of based on a hexagon and the split of the roof coming from the 2 side pillars is kind of made up.
The lower section keep going in a circular fashion, but what should have been the other half of the dome goes in a straight wall. The floor on the other end is still circular for all the room.
I think that in my final scene i'll have the room being made of a square volume going into an half cylindrical one. Half dome and half barrel vault for the ceiling.
Also the outer walls goes in a dome shaped celing too, so they're actually 2 nested domes o.O this place is an architectural hell xD
A good chunk of being an environment artist involves shameless copy-paste (as long as it's your own work obviously :P ) I'm not quite sure if that answers your question.
Well this scene has a lot of space for modularity but being bascially a circular room it's gonna be a little awkward to divide meshes... you'd still end up with a lot of piecies that' can't really be reused.
Modular set approcahes are good and all but you still have to consider the pro and cons for it.
Where would you be able to reuse for example a 30° wide 2 meters circular wall?
I for one will be making tiling textures and assemble the scene in large meshes in max and not snapping pieces in engine. I haven't really planned it but it's going to be something like floor - outer walls - central platform - pillars (probably merged with the floor) and the cieling.
For the floor i'll be using 2 textures, 1 for the main cieling piece, 1 for the outer walls. And probaby a shitload of one-way tiling trim textures for borders, rails and stuff.
So basically Modular textures, but not modular meshes if that makes any sense
Look forward to seeing everyone's work, seems to be a popular choice and could be quite a few people this month
Welllllll this one will be though....
What I plan to learn:
-Hand-painted Texturing
-Glow maps (and other effects)
-UDK lighting
-Modular asset building
Here's just a brief blockout to help me understand the shape of the room and how to approach it all.
Ive been lost in the roof´s space for a while trying to understand how big it is and how much it slopes.
Will be interesting to see how ppl will texture and light this.
Here´s my progress so far.
I noticed that the perspective in the concept it's pretty disturbed from the start of the dome upwards. The little dome that the light comes in is actually impossible to be seen if you place a camera like the one in the concept for example.
So I'd advice against trying to follow this concept's perspective 100%, cause it will only give you headaches.
Also, to match the concept dome I had to make an 8-shaped dome, divided in the middle by the arc you can see in the concept. url]http://puu.sh/3RfJ2.png[/url
Busy busy~
Yeah the concept has a couple wonky parts, at least as far as I can see. The arch cuts the main dome in half but the smaller dome with the chandelier coming out of it appears to be completely round (not a semicircle). I couldn't ever get it to line up correctly with the Crystal and the circular platform in the middle of the room unless it was also cut in half by the arch.
This kind of makes sense as to where the chandelier is hanging from as it could just attach to the arch instead of levitating in mid air. I tried to block it out that way, might change it but for now here's where I'm at:
Someone should email him and get him to send us an HD version ...I may enter this month, I believe I will have some time for it finally, good luck everyone!
Here's my (partial) block in
Congrats on the job. Where'd you end up?
Neat block-in too.
Critiques Below:
MrOneTwo, may I suggest looking a little closer at the image? It appears to me that you have merged two separate sets of pillars.
JamesArk, that is one clean looking block out. Gonna have to take some ques from it.
My block out, for now
Here's what i did today gonna be away for the weekend, so I'll try and catch up next week