Welcome to the Monthly Noob Challenge May 2014 (19)!
I'm testing out a secondary prop challenge for the month!
Join our
Skype group too if you want! Add me on Skype and I will add you to the group.
Skype: alexmasterofcats
You don't have to join the Skype if you don't want to though, you don't need to ask to participate or anything, just start doing it and post in this thread!
This month's concept:
cant find artist
s name.
This month I added a secondary prop challenge if you don't have the time or skill to take on a whole scene. This is something people had been requesting, I'll see how it does.
Feel free to approach this however you like but I'd recommend making it as modular as possible to save time and keep things optimized:) It's up to you, as long as you are learning then it doesn't matter right?
Also if you want to change up the concept a bit as some people wanted feel free, interpret this concept how you want.
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.
Replies
Good luck everyone!
Does anybody know if the tower was actually used in game or not? Just curious.
Very tempted to re-texture it with PBR in mind.
The artist for the prop is JOSH KAO. Not too sure who did the office concept...
All the best people!
Best of luck to everyone
Did you tweak the camera FOV at all?
Did you angle the right wall out a little? Hard to tell without textures.
Can check out more size reference and his other work here http://gryphart.com/deus-ex-human-revolution. It should help you guys with this challenge.
Have no experience in high poly modeling, baking normal and integration to 3d engine.
looking forward for critics or any help. thx.
[SKETCHFAB]8cdc344a48b24881b0302359cc5f3519[/SKETCHFAB]
I couldn't get my render settings quite to my liking, so here's a screencap of my initial blockout.
I am still learning how to use cryengine so its going a bit slow for me at the moment.
Made the sofa.
Not sure what else to add to it, looks a bit boring atm.
Made the end part of the floor with the sarif logo on.
Got the logo image from here - http://titch-ix.deviantart.com/art/Deus-Ex-Human-Revolution-Sarif-Industries-Logo-266231319
Is it ok to use things like this for the challenge?
I also had a go at doing the walls. Wasn't sure how to go about doing them since they don't seem to have much of a texture. So its just a material atm.
anyone got any good tips for hard surface and Sci-fi stuff?
Here's the mesh:
Any critiques anyone can give at this point would be appreciated!
I'm going to try several different things to optimize my workflow in so I can get this done quicker (mainly reusing textures a lot).
Anyhow here's the blockout in maya.
It's also worth noting that I'm using Maya for the first time to learn the software coming from 3ds max. I have to say I'm quite happy with it.
It's my High Poly, i'm planning to use ndo for some details.
pretty cool start Jack M. I like your floor shading,but i dont like the apparent edge on the sofa, it's too hard for me, it's appear not really confortable some bevel just like the top cushion will be pretty cool.
Your wall specular contains too much details for me, decrease the contrast on the map could be much like the artwork with some additional details ^^
Been learning more about PBR lighting and Ive made the chairs at the back. Still not sure how specular maps work now, they just seem to make my whole texture darker.
I changed the material on my sofa a bit.
Made the vents, although you cant really see them that well on the roof.
Here it is from the concepts point of view. Or close to it, I haven't properly aligned it yet.
The back red floor piece looks ok up close, but its too shiny from far away. Any ideas on what I could do to fix it?
The chairs seem too flat from far away too.
Your issue sounds most likely related to camera position which is natural. You move the camera and the lighting angle changes. You might try changing the roughness, metallic, and spec from a distance to see if that can't fix it. It could also be texture compression settings that are doing this to you. Try changing to mip gen settings in the texture options to sharpen or blur to see which give you better results.
Hope that helped.
Here's the update for the day. Coming along quickly and nicely. PBR is quite a beast to get my head around, but I'm starting to get the hang of things.
Fidrik - the chairs doesn't look comfy. The concept art may say one thing but in the end usability and credibility rules. Nice vents.
Jack M. - I like more the greenish floor you had before, maybe just tweak the specular. The couch looks too stiff and the hexagon pattern seems to big.
Not much progress on my end but it's in the engine at least! First time using Unreal4. It's pretty crazy fun but there's so much to learn...Like how to get a camera in there for starters.
Fidrik - you'll need to get some spec on that couch, which will help to make the material feel more like leather.
JamesArk - not sure if the walls might feel a little grungy with the spec right now...but they look much farther along than mine at the moment anyhow. ^^
I'm trying to add as many details as I can.
@Port-Seven - great perspective and the couch looks awesome. Looks like it's actually been used. That slight difference between the diffuse of the base of the couch and the cushions looks nice.
I have unreal boners. YES
Done a few more models like the large cabinets and desk. Also had a quick go at the screen, but its way to bright atm.
Here it is so far
By the way JamesArk, your material definition is sweet.