Hello everyone and archlcome to the Monthly Noob Challenge for the month of May.
Welcome to the third installment of the challenge for the year of 2015!
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 - Howard
http://www.conceptart.org/forums/showthread.php/80486-Stargate-Worlds-environment-concept
Artist - GINDRAUX
http://conceptartworld.com/?p=24769
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
"This is my first time, please be gentle!"
Do you want to I change it ?
I can confirm, it was 08 - June 2013, thread link
Usually there is a vote for this kind of challenges, but if you have an alternative environment to post, I think it will be better.
Done ! I hope this one is ok :poly121:
I guess he didn't see yours since you both did it almost at the same time.
Maybe get in touch with him to see which one to keep.
If we keep yours, may I suggest to get an other prop ? I think the one you chose may be better suited for a new Guns and Firearms Challenge.
Or maybe fuse the two threads to not confuse people too much, maybe ? Or leave it as is
Thanks for making one anyway.
I hope I'll have time to participate this month.
I might try it once I finish my current project
Blocking the environment in Unity:
Silly question:
For the flamethrower, normally anyone would create a highp for normal maps, right? Some normal detail can be painted in afterwards, like in SP, but for the curvature of the edges of some of those canisters or the diagonal grip for example, there's no other way but to HP it, am I right?
I'm a big noob, but I believe you could create the detail for the grip using substance designer after you have uv mapped the mesh. But that would probably be more of a pain than just creating a high poly.
Real quick low-poly/block out. Gotta say, I'm excited to be doing an environment for once!
I'am also a first timer to this challenge & Concepts are pretty cool so thought id get stuck in.
Here is a quick blockout in blender:
also a very basic vis-breakdown:
Looking foward to get stucking into the texture work but still gathering reference's :-)
ohh and i jst noticed there is another MNC for may? http://www.polycount.com/forum/showthread.php?t=152492
Yes, the original guy didnt make it this month. Than with the confusion we did 2 treah :poly122:
What modeling program are you using?
I like what you did with the theme, can't wait to see the end result!
Anyone here using unreal 4 i'm having some lighting issues (light leaks, seams on light maps) with my blockout not the end of the world right now, but I don't want it persisting when I actually start the environment.
I almost missed this month. Thanks @Poinball for creating a challenge this month. Love the Egyptian temple concept but going to attempt the flamethrower.
everyone's block out is looking sweet
If light is showing through your ceiling or something, double click the mesh in the content browser and check "double sided geometry" under "static mesh" settings.(light can pass through planes if the normal is facing the same direction the light is)
For bleed (weird black spots or what appears to be bad shading), and general light map how-to's, check out:
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html
Hope that helps!
HP done! Will have to do some stuff before I get back to this.
My very-very simple blockout :
The first version of the base texture:
Nice job !
I'm tackling the Last of Us flamethrower, and have my base mesh completed at 3,763 polys, and I'm gonna work on bringing that down a bit. Hoping to get to unwrapping and texturing tomorrow. I'm thinking about doing a 1024x1024 hand-painted texture.
@SageOfTime: That sounds like a really cool spin on the environment concept. Can't wait to see more. :]
http://postimg.org/image/uifm9yer7/ (In case image is not shown)
Is the original texture 2048x2048 or larger? If not, then it will remain blurry. It could just be a viewport render issue, but I'm not familiar with the Unity Engine (Is that Unity?).
If I remember right you import textures into Unity compressed by default. You have to change the import settings, which are in the side panel. It's a dropdown box I think.
If it's not a 2048 texture to begin with though it's always going to be blurry, and if you increase it it'll just be more obvious.
Wheeeee! we'll see how this goes.
Here is my block-out, just for scale/proportion. Please disregard the terrible lightmaps
I got my blockout finished and started playing with the lighting a bit in engine!