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The BRAWL² Tournament Challenge has been announced!

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https://polycount.com/discussion/237047/the-brawl²-tournament

Monthly Noob Challenge January 2016 (36)

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  • Zolizzo
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    Zolizzo polycounter lvl 8

    Calling the sculpt done, with the exception of the sail/wing cloth thing. finishing that and proceeding to bakes tomorrow :smiley: 
     @AllyAlbon - Thanks a bunch! Really liking the feel of your scene so far too! interested to see how the witchy theme will turn out!
  • Ubuska
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    Ubuska polycounter lvl 11
    Dressed up scene with rock meshes, made some rough billboard clouds and fog. Now I think about water. Lighting is very rough now. Also I need to tweak camera settings (FOV and distance) to better concept representation.

  • RedCouch
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    RedCouch polycounter lvl 3
    No progress today, but hopefully this weekend will yield better results, and I'll be able to sculpt next week.




  • oprbguitar
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    oprbguitar polycounter lvl 5
    hi guys i'm really excited about this challenge.... i'm using blender for it....i supposed after i will export it to UE...can you pls tell your impressions about it...thank you


  • Zolizzo
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    Zolizzo polycounter lvl 8
    Calling it done for now - I should probably be working a bit more on the texture on the sail/wings, but I think the time will be better spent learning how to showcase this thing in Unreal. Hopefully I'll figure it out - if not, here's my finished thing! :)
  • Doxturtle
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    Doxturtle polycounter lvl 8
    I agree on the wings they look a bit too clean and new imo, if you don't want to do all the patchwork texturing a bit more grunge and dirt around the dips where it meets the supporting poles would probably make it look more believable. 

    Other than that it looks really great :)
  • Ubuska
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    Ubuska polycounter lvl 11
    Today progress. Struggling with water shader and waterfalls. Placed placeholder material for now. Also almost finished central structure.

  • AllyAlbon
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    AllyAlbon interpolator
    @Vonberg - love the rocks so far!

    Not very productive this weekend, however I did make a couple of tiling textures, including this wood (with normal and spec) for the beams and table etc 
  • Nistrum
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    Nistrum polycounter lvl 17
    really nice work everyone. am hoping to post a set of updates tonight too :) am keen to see how you use the texture ally! really nice by the way, got a nice feel of depth to it!
  • Anth
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    Anth polycounter lvl 3
    Starting to lose abit of motivation whilst texturing it, I just feel like i'm lacking in the hand painting skills and not up to the quality i want, I know it's just practise. Here's my model in Sketchfab so far. Maybe I should try to learn substance painter, instead of painting in photoshop ?

    https://sketchfab.com/models/060b688e758b47cfa6511439dc57c16c

  • Ubuska
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    Ubuska polycounter lvl 11
    Making center object, texturing in progress (just started).
    In engine shot 

  • FloatingFatMan
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    FloatingFatMan polycounter lvl 5
    Hello all,
     Lurked the forums for a long while, recently decided to get back into art and 3D work.
    Loving everyones work so far so I thought I would chime in and join the fun.

    This is what I have so far (not looking forward to the unwrapping stages hah :D )

    model

    Any and all critique is welcomed.

    Looking forward to seeing everyones stuff.

    Cheers  :)
  • Nistrum
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    Nistrum polycounter lvl 17
    Nice edgeflow. looks like your throwing a few too many polys in places. (looking at you edges on the back wheel) but it looks clean. 
    dont envy you the unwrapping either, although i have my work cut out for me on this kitchen scene! :P 
    I have to say though, not sure what Barron Harkonen needs a flying barrel for.....
  • Doxturtle
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    Doxturtle polycounter lvl 8
    Hello all,
     Lurked the forums for a long while, recently decided to get back into art and 3D work.
    Loving everyones work so far so I thought I would chime in and join the fun.

    This is what I have so far (not looking forward to the unwrapping stages hah :D )

    model

    Any and all critique is welcomed.

    Looking forward to seeing everyones stuff.

    Cheers  :)
    Is this your low poly?

    If so, you have a ton of areas that need optimizing. At the moment it looks like this is just an unsmoothed high poly. 

    If this is your high poly, on the wheel are the front you only have a support loop on one side :)
  • Doxturtle
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    Doxturtle polycounter lvl 8
    accidental double post
  • Ubuska
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    Ubuska polycounter lvl 11
    Finished center structure, blocked out background building. Scaled background rocks, I think they fit better now.


    Zolizzo, good stuff, but I think you can push texturing a bit futher, add some depth (dirt, scratches), especially on winds.
  • Nistrum
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    Nistrum polycounter lvl 17
    nice work ubuska like the colour unity you have going on
  • FloatingFatMan
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    FloatingFatMan polycounter lvl 5
    Nistrum said:
    Nice edgeflow. looks like your throwing a few too many polys in places. (looking at you edges on the back wheel) but it looks clean. 
    dont envy you the unwrapping either, although i have my work cut out for me on this kitchen scene! :P 
    I have to say though, not sure what Barron Harkonen needs a flying barrel for.....
    Thanks :smile: 
    I feel your pain, unwrapping has always been the part I have to switch off and power through. :smiley:  Good luck!

    Doxturtle said:
    Is this your low poly?

    If so, you have a ton of areas that need optimizing. At the moment it looks like this is just an unsmoothed high poly. 

    If this is your high poly, on the wheel are the front you only have a support loop on one side :)

    Hey, This is the high poly model, I decided to give support looping and smoothing a shot. 
     The highpoly is actually a lot more dense but for the purposes of sketchfab I had to reduce the poly count. (it's unaccurate for mesh flow) I know this is my fault. I used mayas reduce function just to get a rough idea of the model.
     I felt like giving the 3D model to look over was better than a screenshot.

    I have my low poly model -I'm never happy enough to not be tweaking things haha.-

    Hopefully I will upload the completed low poly model soon and then eventually the fully textured piece.

    Thanks for all the comments,

    cheers.
  • Ubuska
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    Ubuska polycounter lvl 11


    Added some foliage, still not happy with colors though. Finished background building.
  • RedCouch
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    RedCouch polycounter lvl 3
    Just about finished sculpting. Now I need to figure out the wings...grrr.
  • Count_Crushmore
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    Count_Crushmore polycounter lvl 2
    Impressive Work all of you!

    It is a joy to see how far you all are and the awesome quality that you achieve - inspiring, I dream of the day when I am able to pull such feats, but for now I see this Challenge as my chance to get some practise in the absolute Basics - the Bread and Butter of Modeling. I will not get distracted by advanced topics again as it was the case in the November Challenge.

    Before I come to what I have so far some words of explanation - I still hadn´t that much time for Max as I would wish, but I tried to get as much practise as possible. I tried to implement the helpfull tips that I´ve got in last years October Noob Challenge (The TexTools made the UVWing a whole lot easier. At first I blocked out the shapes and tried to get some of the shapes going:



    But I wasn´t all that happy with the Result and I stepped back and looked at the concept again and I think I found a solution. I will take some liberty and give the Witches House a wacky, cartoony look. I had much fun in one Tutorial that made Liberal use of the Free Form Deformer (and remembered the suggestion that I´ve got in November to avoid Symmetry to make the Assets interesting).

    So with the Help of the FFD I started anew this Weekend and that´s where I am now:


    I´ll try to stay as near to the given Concept as I am able to, but I will give it a stooped, crooked twist and exaggerate a bit (for example - the tables legs looked very thin in the image, so I made them even thinner and twisted them a bit).
  • Anth
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    Anth polycounter lvl 3
    Slowly developing some hand painting skills been re-doing my wood till i get the hang of it and get a satisfying result.

    Still awhile to go :p

    model
  • AllyAlbon
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    AllyAlbon interpolator
    @Ubuska - looking really, really nice!
    @Count_Crushmore, I like the idea of cartooning it up further, and the feet on your oven are fab.

    I managed to get a bit more done over the weekend, feeling happier now at least the walls are textured.  Not sure I will make the deadline but will try.  Mostly just trying to get to know Unreal's lighting system - I have a much warmer light than the concept for now, might keep it this way or do two variations.


  • MpC
    hi,

    Ive never joined in on one of these challenges but it looks like a good way to develop my skill in 3D software. I have a nooby question to ask first though :3 whenever you say that you need to present it in a game engine, i assume that means you can model in any software you want as long as you import it in afterwards? Also, is unreal free?
    P.S @UBUSKA are all your textures hand painted?






  • Ubuska
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    Ubuska polycounter lvl 11
    Yep, no photo-based texturing as well as no normal maps. You could use normal maps, but I went for more stylized look in my scene.
    Update: added center focal object, changed scene colors a little, added moon.
    I need to finish water, particles in the air and make crystals, then I call it done.


  • Bobbystj
    Hello everyone, 
    Good job so far on your work progress, looking forward to see them finished especially the environment scene most of them look awesome already

    This month i decided to give a try to the props here is where im at right now

    https://www.artstation.com/embed/1813914

     i think i might have to redo the texture on the body since i need practice on sculpting and im not really satisfied with the result so far for the wooden parts 
  • Anth
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    Anth polycounter lvl 3
    @AllyAlbon Damn, yours looks great. Did you paint all them textures yourself? Think i'll have to get mine into unreal and get a nice lighting setup
  • Kn5743
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    Kn5743 polycounter lvl 8
    Decided to give the interior concept a try.  Still have quite a bit to do.


  • artrynk
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    artrynk polycounter lvl 19
    Splitting to objects as instances, detail geometry, ready for unwrap

  • Kn5743
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    Kn5743 polycounter lvl 8
    @UBUSKA Looking really good.  The scale looks off on the floating roof pieces though,  the center piece is larger in the concept.  They kind of blend in with the background too, maybe a lighter color or some more light would draw more focus to them. 

    Got some more done on mine and started messing around with the lighting.  Does anyone have any tips on how to stop the light bleed in Unreal 4?


  • AllyAlbon
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    AllyAlbon interpolator
    @Anth - yes, textures are hand painted from scratch, the wood is one texture that I modify per model to speed things up. Normal and spec maps too.  I am still learning Unreal, the lighting is mostly guesswork at this stage!

    Had a chance to work some more on my scene last night, and will do more today.  Starting to come together now.





  • Ubuska
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    Ubuska polycounter lvl 11
    @Kn5743 made roof pieces and center piece larger, thank you for suggestion.

    Finished water, particles in the air and crystals. Had hard time making water look better. Still don't think it is good enough. Maybe I will make a few tweaks here and there (adjust post-process, materials and fx), but here it is:




    and some shot from different angles


  • Ubuska
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    Ubuska polycounter lvl 11
    @AllyAlbon
    Very nice texturing, mate.
  • Markovnikov
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    Markovnikov polycounter lvl 6

    Back from my trip, and I managed to get a bit more done on the prop. I think I'm going to do as much detail as I can, spruce it up with soem flat colours in cycles and then leave it there.

    @UBUSKA Your scene looks absolutely amazing, dude. I think the central crystal thing might be a tad too big, but its not a real problem.
  • Carabiner
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    Carabiner greentooth
    @AllyAlbon  Looking great! Has a bit of a Wildstar quality to me that I really love.
  • Ubuska
  • Ubuska
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    Ubuska polycounter lvl 11
    Finally I call this done. It was awesome experience, awesome work all.
    At last finished water material, fixed post process, color correction and greenery.

    Also I made small breakdown for you guys.




  • Count_Crushmore
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    Count_Crushmore polycounter lvl 2
    @AllyAlbon - thank you for your kind words! Your take on the concept is a work of art - impressive and inspiring - awesome work on the handpainted textures!

    @UBUSKA - Wow, you´ve realy captured the surreal feeling of the concept, stunning work!

    @Markovnikov: The Vehicle is coming together very well - i am looking forward to see it textured! As you said - with all those details flat colors might be enough.


    I have found some time at the weekend and put it to use. I am very glad with the Result even if there are many things that could have been done better (there are some NGons and Tris that I´ve left alive, because I wasn´t able find a way to terminate them, some of the Geometry is far to wasteful), the Window is to small, the Wall is to wide but as I´ve said last week I´ve taken some Liberty to make the scene cartoony.



    There is still a lot to do and I will try my very best to complete the missing assets (I think I´ll leave out the bag), put the UV´s together on 5 Maps

    - Brown -> Wood
    - Light Blue -> Elements with Transparency
    - Green -> Elements where I will have to paint some details in
    - Yellow -> Metal Parts
    - Wall and Floor

    it will be a busy week but I am eager to complete the scene in time. I´ve learned a lot while working on it and I think I will still learn a lot more once it comes to texturing.

    Great work all of you - keep going!
  • Markovnikov
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    Markovnikov polycounter lvl 6



    And there we have it; one mid-poly, flat coloured airship prop. I could probably do loads more on this, but I'm just happy I got this far without tearing too much hair out.
  • RedCouch
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    RedCouch polycounter lvl 3
    @ubuska-- That landscape looks great!
    @markovnikov- You nailed a lot of the details, really cool looking, even if you don't do anything else to it.

    I laid some base colors on this so I would keep moving forward and not get hung up on some flaws.
  • AllyAlbon
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    AllyAlbon interpolator
    @Ubuska, @Carabiner, @Count_Crushmore - thanks for your kind words - I am trying to improve texture work in particular on this project (and I am being v influenced by Wildstar, so thanks, Carabiner!)
    Ubuska - lovely, lovely scene!  Lighting is amazing!  Are you going to do a small flythrough or such for us? 

    A chunk more done today - the oven was tricksy. Still being really slow but I might actually hit the deadline after all.  Tomorrow, working on the pots and starting on mini details, always fun! 


  • Ubuska
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    Ubuska polycounter lvl 11
    @AllyAlbon
    Actually I never thought about it, good idea. Maybe I do such flythrough. Thanks for kind words!
  • artrynk
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    artrynk polycounter lvl 19
    Ughh, creating texture -helper geometry, separating costructor elements, prepare atlasing

  • RedCouch
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    RedCouch polycounter lvl 3
    Hi Everyone!
    I'm calling this finished, even though there's so much more to do. 

    I gave up trying to figure out how to get transparency in Blender to work, which is why my wings have black spots, but overall, I'm pretty happy.
    I also made a high contrast version of the texture, which doesn't match the concept, but I ended up liking a lot more. You can see that at 
    https://sketchfab.com/models/28cdc5f6e9c840d88f465d8d18214462

    This was my first full project ever, and I learned so much on each step: model, sculpt, unwrap, bake, texture...  I had to back up and redo parts of each step, but the frustrations never outweighed the thrill of the successes. 

    Really looking forward to starting something new...
  • AllyAlbon
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    AllyAlbon interpolator
    @Vonburg - how did you get everything looking so vibrant?  Really pretty stuff! 

    Had an insanely busy week, so will read through the thread properly tomorrow - I haven't done a lot more, so this weekend has been reserved to actually finish up.  I did, however, make some pears.

  • Kn5743
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    Kn5743 polycounter lvl 8
    @AllyAlbon I really like your textures.  The stove looks great.

    Started texturing mine.


  • artrynk
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    artrynk polycounter lvl 19
    Replace all draft objects with final low-poly
    Baking 1/2 atlas textures for nature objects (Diffuse and normal map) 
    https://youtu.be/uYdbqeywxdY
  • Count_Crushmore
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    Count_Crushmore polycounter lvl 2
    Wow - awesome work all of you!

    @AllyAlbon: Your scene looks stunning, great work on the Textures!
    @RedCouch: I like your Take on the Vehicle, very nice!
    @Vonberg: It looks like it jumped right out of the frames of an Anime, unbelievable! Impressive Work!
    @K5743: I realy like your Texture Work, especially the wood and the cracks on the Walls, a very nice touch! Your lighting looks great too - well done!
    @Artrynk: Great scene, it has a nice soft feeling to it, Great work!

    Well, now it seems that it is up to me to put the "Noob" back into the Noob Challenge ;D. I worked realy hard in the few hours that I had to spare and  I got nowhere as far as all of you, not to mention nowhere as good. But well, I learned a lot and I had a lot of fun.

    A word of warning before I show my pictures - I am still a very raw Noob (I have to change that this year - I am determined to improve my 3Ds Max Skills). As I said before, I tackled the concept from a cartoony Angle, everything a bit skewed, wonky, wacky while trying to stay true to the Layout and the Proportions. So I used the FFD Modifier quiet often while I was working on the scene.

    The Textures again where my greatest Challenge, the TextureTools that Dethling suggested to me in the October Challenge were a great help, but still I am struggeling a lot with the mapping, so I will need to focus on that Topic when I go back to my Tutorials. The worst part of the process were the actual Textures, I used Photoshop more or less like paint, I neglected it for too long, but not any more - there is learning to be done.



    I brought my scene into Unity just a few hours ago, but didn´t get it to look like I wanted it to be (some of the outlines aren´t adjusted correctly) - I used the Toon Shader, since my Textures look very dull and plain - well, they are more or less just flat colors.







    A lot of work, but I learned a Lot and had a lot of fun and I had it finished (well, more or less) just in Time.

     And seeing what you are able to do is a great Inspiration and a goal to work towards!

  • AllyAlbon
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    AllyAlbon interpolator
    I finished the scene!  A couple of weeks after the date, as I was trying to resolve a lighting issue.  All finished, and my first full scene in Unreal.  This was so much fun, it was a great tutor, mostly in reusing textures etc.  Still got a lot to learn about lighting, and in the end I just chose a light scheme I liked rather than the concept. I  also didn't end up making any blend textures, will tackle that in the next project.  More pics on my website.






  • artrynk
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