Hello everyone and welcome to the Monthly Noob Challenge for the month of August.Now I may not be the person that you'd usually expect to post this thread, but for this time, I was put in place by Alex to handle the issuing of this month's challenge. All of the rules are the same and this is still the awesome monthly challenge that you guys know and love. Cheers!
Join our
Skype group if you want! Add Alex or myself on Skype and we will add you to the group.
Alex:
alexmasterofcatsMe:
noble.wulf
You don't have to join the Skype if you don't want to though, and you don't need to ask to participate in the challenge, just start working on it and post your progress in this thread!
Artist - Morgan Yonwww.morgan-yon.com/From Venerated Laboratories of glorious Soviet Workers Paradise, we are presenting the newest in modern convenience. Never again will our brave citizens have to stand in line to buy their essential needs.Artist - Matthew Cookhttp://xn--m3h.net/
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 then 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 must make your own textures, no stealing. We can't keep you from doing it, but the goal is to learn. You can use other textures and images to create your final texture, but please, no blatant copying of another artist's work.
- 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.
- You must try your best and finish as much as you can in the timeframe 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.
- Please stay away from using Ddo. 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, so please don't complain.
- 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
Unity Webplayer
This one was really fun. Let me know what you guys think!
For the environment has anyone tried using maramoset ? I dont have access to UE4 yet so debating how to display it
But will definately give the prop a try now, this challenge seems like fun.
cause i want to do a PBR approach
Yeap you can definitely render this out with marmoset toolbag 2, although I imagine that rendering this inside of a game engine will allow for more flexibility and more complex lighting system. I found an old polycount monthly recap that shows a mini environment being rendered inside of toolbag2.
http://www.polycount.com/forum/showpost.php?p=2062529&postcount=4830
Any way, I might actually do this one, saw an artist did the environment concept a while back and would love to tackle it.
Anyway, here's what I've got for tonight. Since no one has posted anything of theirs yet, I'm off the hook for critique for this post.
so here my current state of work. It's kinda my first prop without tutoring.
My high poly so far
Mr. Zero, I really like the way your model is coming together so far. But I couldn't help noticing that there's a little bit of stubble underneath the fan grate:
To me, this indicates that you may have trouble with Z-fighting if you take that into a game engine. You should take care of that as soon as possible.
Here's my progress for the day. Got to go paint a wall now. How boring. :poly124:
My highpoly so far.
Very nice washing machine! Wish I could model that well.
Day 2. 3 notes I take away from it.
+I'm getting much happier with my ability to make textures.
-I'm getting way too much bloom effect from the skydome/directional light. Fought with it almost all day.
-While modeling the window frame, twice the zoom with mouse wheel, and pan with middle mouse button's sensitivity lowered an extreme amount. Like to the point they were almost unusable. No idea why...
http://fav.me/d7tli0t
Good luck everyone!
I'm not sure if this is the best way to go about doing it but I plan on modeling out a t-shirt that is in it's perfectly normally position (no creases or folds) then just give it a simple cloth simulation and drop it into a basket, do this a few more times to fill up the whole basket. Until I think of something better this is probably the way I'll go about doing it.
Looking forward to seeing everybody's work!
When you say too sharp are you talking about the edges? If so should I round them off a bit?
It is in fact the the Nursery Laundry room area from the 2012 game, ZombieU
Latest WIP:
thread: www.polycount.com/forum/showthread.php?t=135702
I follow the site a fair amount but only really as a curious artist who just likes viewing other people's art. I've decided after a while that I should sign up and give one of these Monthly Noob Challenges ago!
So for the last couple of hours I have been working on the vending machine as I wanted to do something relatively small for a bit of practice. I have never textured something using PBR so I think this might be a good time to try that before I head back to University in a few weeks! So if there are any tutorials or documents I should look at regarding PBR texturing through them my way!
Here is what I have done so far! lots more to add still!
All crit welcome, Need all the help I can get!
This is my first MNC, I'm really excited about it! So here is my vending machine.
Also, it would be good to see more wireframes without smoothing to see different approaches.
Ok guys, so I took aaron's advice and rounded off almost all the edges on the prop, I also increased the size of the bevels so that things register slightly better from a distance. Keeping all this in mind I designed the second washing machine and I'm generally happy with the results thus far. Also I decided that it be better for me to finish creating the highpoly versions of the machines before I move on to retopology/baking, reason being is so that people can critique the highpolys/give me advice and I'd be able to correct it without having to change the low poly and re-bake everything.
P.S. The machine to the left has quite a decent amount of floating geometry, so some parts might be somewhat strange to look at until I finish baking it. Also I'm quite surprised at how well maromoset toolbag 2 handles high loads of geometry/resolution. Inside of blender I was lagging to shit with these 2 machines in my viewport, but in marmoset everything ran smooth as butter.
Hey blackkeya, I agree with you in the fact that the machines are getting slightly more bulkier, but the reason I did this is because both washing machines are a fair distance away from the camera, and if I kept everything nice slim then I found that a lot of the details just simply doesn't register very well due to anti aliasing and simply just being too far away. I noticed that it's starting to take a somewhat stylized approach, which I don't want. Oh well, I guess I'll see whether or not I like it when I finish the texturing.
I believe those are supposed to be potatoes.
Potatoes? That is the only thing I can think of and imo it is a pretty funny idea actually.
Btw, your HP looks pretty smooth. There is only one thing that came to my mind; there are a few things that got smaller compared to the concept. It's perfectly fine if you planned that way, although imo it read a bit better with the larger details. For example the screws around the vent, the skirt (or whatever is that ) on the big metal ball on the side. (nuclear kettle or how do you call it? ) Ohh and you missed the yellow-black stripped part.
In the background you can see that I've been messing around with light propagation volumes a bit. Those reflections on those balls are 100% realtime, partly from the light propagation volume and partly from screenspace reflections, and that makes me smile because it means I don't have to bother with a second UV channel. Thank you, based Lionhead Studios rendering engineers!
Fisher007, I really like your mesh so far. Keep going! I'm interested in seeing how you approach to the smokestack thingy.