Hello everyone and welcome to the Monthly Noob Challenge for the month of November.As stated before, this month's challenge only features two prop challenges and no environment ones. Have fun!
Join our
Skype group if you want! Add me on Skype and I will add you to the group.
Me:
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 - Artyom Vlaskinhttp://artyomvlaskin.cgsociety.org/Artist - Colin Ghttp://meckanicalmind.deviantart.com/
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
The rope seems like its going to be tough, any ideas on how I would go about it?
I am going to be doing this in a hand painted style, so I could just extrude a little piece of the model, make it rounded and then paint rope on top of it. Tricky decision.
Modelling all the different broken handles is going to be a pain
Holly For me I model with realistic and I use a standard mat with a lil bit of spec to see the highlights.
Gonna' be attempting the pirate lamppost tonight, I really need the practice in hand painting textures.
Here's a quick blockout before going mad on details hahah
Any tips on making the ropes? They have been causing me some troubles
This is how I am doing them also. In 3ds Max you can preview the splines as round or square before converting to geo.
Here is a link to my results, it may help some of you.
http://www.kylebromley.com/kyle-bromley-pirate-post.html
Sorry, I don't really understand what your trying to say
Going to give this months challenge a go, here I am so far... still lots to do with the high poly, will add the side bits soon/detail the top etc Any critics at the moment would be cool!
The point of the challenge is to recreate the concept that is given in the original post. You may use whatever means possible in order to achieve this. If you need more clarification, you can always PM me.
Hi Kbrom12,
Do you do the hi poly rope in zbrush?
Sorry I post your picture^
Any tips on how to do it?
i'm not certain this is what was done, but it's how i would do it.
insert multi mesh allows you to assign a pattern of meshes to a curve that can be manipulated dynamically.
like this
dunno about maya or w/e but in max you could draw out the rope around the post with spines then create a straight piece of high poly rope and use path deform to move it to the shape of the spline.
to make high poly rope try this
When i use path deform sometimes it's stretches my geometry. Maybe i'm doing it wrong.
I'm interested on learning the zbrush multi mesh thing.
Thanks again both of you.
make braided ropes in z-brush video....skip to 40s mark if you want to skip intro.
Here is my basic breakdown
Think I might try an do all three - Possibly separate materials for each post, skelly/skull, then rope.
Thought I could make a pose-able stylized skelly so I can use again in the future for other stuff. I think the leg proportions are a bit weird - to suit the concept
Have made a start on sculpting the second post - I am not strictly sticking to the reference, and making it a little more "cartoony" & chunky feeling.
I have also made a tiling rope texture, but will try using "lofts" in 3DS Max to create unique high-poly versions of rope still.
The post itself looks great so far though!
I'll have a look into getting the realism/stylised balance better, although I think it will be mainly the eye sockets too make the difference for me.
In my mind these skellies & skulls are twisted souls put there as punishment or something - They have angular and evil appearances, right?
Thanks for the feedback - Trying the ropes today!
Although i am aware of the lip missing from above the components section but I will have to redo a lot to do it but will try and start on the low poly soon!
Thanks, Ross
Here is my attemp so far. Crits appreciated
@lloydj14 I think you got to many edges running close to each other in your main body of the generator which is causing some hard edges