https://www.youtube.com/watch?v=B34BQbJDUYM&feature=youtu.be
pior
Hey everyone and welcome to the 79th Bi-Monthly Environment Art Challenge for the months of July and August!
This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful feedback along the way so everyone can come away from the challenge with actionable points on which they can improve their craft!
Anyone is welcome in this challenge no matter your skill level! It's a test of your own ability not a competition between members. We're all here to improve as artists and learn from each other.
Wind Harp by Jean Chevillard
https://www.artstation.com/artwork/L3zZRP
Gods will fall -Enviro art exploration 02 by shaun mooney
https://www.artstation.com/artwork/nYAVG9
Birds & Biolabs by Pavel Lisiy
https://www.artstation.com/artwork/B3WRam
MH..unknown project 2015 by Hwanggyu Kim
https://www.artstation.com/artwork/ZGkWw8
Please read all the rules before starting:
The goal is to learn and grow both artistically and in your ability to both give and receive critique, but don't stress about it and remember to have fun!
Good luck!
Pinkfox
Bit of a rush to finish and was not happy with the water but ran into a dead end on the method I was using.
atunnard
were i an employer, i would want to make sure a potential hire is able and willing. once i was convinced, i'd offer them a job. i would first ask for additional work samples. as a consideration i'd offer them the choice of a small paid contract for a single asset granting me full rights of its use and public display, which would include an NDA, and would allow at least one unpaid change request and deadline extension. or, an unpaid test which i can provide required asset specifications, relevant to the role, and of their own conception, without deadline or contract, allowing them full rights to use the piece in their portfolio afterward.
killnpc
@simonBreumier very cool and nice to see the breakdown 🤓
@PuuroMan Cool scene 👍️ Imo the texture tiling is a bit apparent in some areas.
@atunnard I would note that the shading on some elements (vertical part of pillars, ceiling arches) looks too round/smooth. Maybe use hard edges or face weight vertex normals to achieve tighter shading. Good luck for the next one 🚀
Made a run at the chicken coop targeting sketchfab viewer, using a trim sheet (1024x2048) + some vertex color.
Edit: Trim Sheet
Vertex Color
Fabi_G
Hiya!
Excited to share the sub-level environment I did for the game Vampire the Masquerade Swansong, I was responsible for set-dressing, troubleshooting, prop creation and polishing! More renders here: https://www.artstation.com/artwork/yJqqG9
Midojr
Alright! Finally took the time to get back on the hard surface prop.
First, here's where I'm at (UE5 render, vegetation and rocks are from Quixel, dirt material is from substance source):
Now for the technical part:
I really wanted to make this prop with the least possible textures, a single material instance but a decent texel density, so I've put everything on a trim sheet:
The trim is made of three textures:
Then I made a shader in Unreal which:
For each paint you can choose two colors to make its texture come out, the noise mask packed in the noise paint mask (in the blue channel) is also used to get a more natural transition between painted and not painted wood.
A quick view of the shader:
EDIT: thinking of it I'm stupid, instead of making a shader with three differnet painting colors I could have used the vertex color to decide the color of the paint right away 😅
And the paint mask part:
Though I gotta say I think this is not the best way to add noise on a mask and am not too happy with the way it looks right now so I might change it, I'm opened to suggestions!
Everything is textured with this single material (even the bucket at the top and the nails^^), final details were added using decals.
Hope you like it and I'm open for feedbacks :)
simonBreumier
Austin Healey Sprite Mk 2, ChoroQ style - 112 tris, most of them used to make a negative space and shadow - definitely room to reduce the count. Texture is 32x64. Could probably trade some texture space for polygons by modelling the arches.
3D Fan Art sketch based on the awesome concept of Jens Claessens: https://www.artstation.com/artwork/R3bWEm
* More images: https://www.artstation.com/artwork/r9l8BE
rodgon




lotet