Hello everyone and welcome to the Monthly Noob Challenge for the month of February.Hello everyone. We are finally back and ready to kick off yet another great year. What better way to celebrate than with a new Monthly Noob Challenge for fellow artists to participate in!
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 and post your progress in this thread!
Artist - Yuriy Georgievhttp://windmakerart.blogspot.comKeep in mind that you can choose any of the shields above to reproduce. I'm not saying that they all have to be made.
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, 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 time frame 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
Just wanted to say that i reacently learned about this monthly noob challange. And it's a really great thing you're doing for the community and to new 3D artists like myself, and im glad to see it's back
Two weeks for each of them, sounds good.
Will also try to get the details done with zbrush, lets see.
but maybe I'll give it a try anyway
good luck and a lot of fun everyone!
Will do one of the shields in my lunchtime next week!
Good luck everyone and have fun
Uh I'm new, so pardon my stupidity but when you're talking about textures I don't have a good librairy of my own unless its concrete and more concrete , I would use free ones like http://www.texturepix.com/ or DA resources of people who give permission. Is that allowed ?
Yeah generally that sort of thing is considered to be fine as long as the textures are royalty free. The rule in the first post pertains more to literally taking another artist's diffuse/normal/spec/whatever maps and using those on your piece, I think.
FairyDuck the red paint really needs a bit more contrast.
FairyDuck, yeah more contrast is needed, and possibly desaturate the wood a bit. The metal looks great, but the wood looks very noisy.
A small update before I headed to work today (SE at a research company). Added in some lighter scratches, also worked on the back side's wood and the edge of the metal rim a bit, will have to take a screen cap of that when I get home.
Still unsure how I want to texture it. I could go the route of something like WoW or LoL and use the bake as the base of the shield, or try and make it a pseudo realistic style. The wood grain pushes me towards a WoW or LoL without a normal map and hand painted direction.
Ah good, thanks for clearing that up !
holydarn everyone is fast and so good here o-o;;;
im new guy here on this forum (sorry for my bad english )
i work with 3d for some time but nothing extra and i want to learn it.. So i wanted to attempt differed noob challange but i was not sure if i can make it ...
So i'm trying to create this concept village into CryEngine SDK.. i hope i will finish it.
first i broke concept it into pieces so i know what to do
Then i started simple blockout and started puting it in CryEngine to see if it is ok( by size).
and here is video flying thru and walking in it just 30sec(fraps):
[ame="https://www.youtube.com/watch?v=Vd975V5oJWE"]https://www.youtube.com/watch?v=Vd975V5oJWE[/ame]
i must say that those posted shields are looking so cool i wish i could use zBrush that well but it is my enemy(always lost in it)...
i hope i will have some bigger progress in week..
Have a nice day and strong nerves
A.
One thing that I noticed so far is that the well looks relaly tiny in comparison to everything else.
>Did a quick breakdown of the scene and started blocking it out
cool, and how about road ?
did you trying to math side sizes of the home's modular props ?
i'm also trying blocking to math modules sizes
Looking over the rules again, did I miss something? because it doesn't give poly counts or texture sizes.
HighPoly is done...Next step, Lowpoly
I made new texture for wooden part and add some micro details for metal.
@Vasilesco:
Really nice high poly model. I think the cuts in the woods are a little to many, but the metal "damage" looks really nice
@FairyDuck your killing it. At this rate you could get all the shields done.
I am working on the dragon shield. the art style will be realistic and my first attempt at PBR. At this stage, the base model is pretty much done and the next step zbrush.
I just got one question:
The rules say that I shouldn't use Ddo. I never used it so I can only guess what it does exactly from their website. However it seems somewhat similar to the whole Substance Package. Is that one allowed or not? Or are just ready made materials forbidden?
This challenge is all about learning and leveling up. If your main goal is to learn new software nobody stops you. Maybe want become faster with your workflow. Go ahead.
Make good assets, try to learn something new and good luck:)
No, that's how I interpenetrated it too. I think for ease of modeling I'm just going to make them both the same. Debating if I want to straighten it out altogether. I kind of like the unique shape, but it doesn't' make a lot of shape structurally.
Try to present it with more light or use a typical light rig with 3 lights. That way we can see more of whats going on
I'm thinking a unique brick trim for the road curve might be in order and cobble stones otherwise.
So I wasn't really planning on doing the building facades that modularity. I was going to make 4 building variations (main/center, tall/curved behind it, larger building to the right, and the two foreground buildings as 1 just different sides). I think the actual fachwerk/wooden beams could easily be modular, and I have two window variations, one slanted for roofs and one flush for walls. Door and chimney too, and anything I missed lol!
I don't get to use normals at work, so this may come back to bite me, but other than those modular pieces, I was going to leave the rest (plaster/wooden walls underneath) to unique geometry and generic texturing. Someone stop me if I'm wrong :poly124:
Here's my block out so far. I am having trouble with the talons.. claws, trying to get them to look like the concept but I am failing miserably. Any suggestions? Also, what do you think about actually adding boards as the wooden backing instead of carving the lines into a solid mesh in ZBrush?
Thanks!
Chance to practice me some trims
If I'm not too late on this
Feedback:
I'd suggest to add a separate object on top of the wooden boards, which you can use as this outline around the talons. Same deal on the metal part. Also if you look closely, the talons are not actually round, but have a somewhat hard edge on top of them.
For the boards I'd go with a separate element for each board and then sculpt in detail. Basically like I did with my shield. It's just not sculpted yet.
Trying to size things up so I put the picture of the house besides my model. I can see I need to make the top bigger and could improve proportions. Plus I need to redo the door.