Hello everyone and welcome to the
Monthly Art Challenge for the month of May !!!
Hey everyone ! This took me more than I expected to post. I've had some time off and wasn't able to post this month's challenge. Easter was these past few days, but here it is !
You guys did some amazing work these past few challenges and I am really proud of you !!
Next month be sure to expect Warcraft related concepts, 'cos you know, the movie is coming out !!!
Anyway, have fun !!
As always: You can still work on the previous challenge and keep posting in that thread! I hope you finish your art!
NOTE: This month and the next to come will include environment(exterior and interior) and prop. It's all up to you which you choose to do.Join our Skype group if you want! Add me on Skype and I will add you to the group.
Me:
oli-graphicsYou don't have to join the Skype if you don't want to, and you don't need to ask to participate in the challenge, just start working and post your progress in this thread!
Artist: Unknown (Doom Concept)
Artist:
https://www.artstation.com/artist/sungchoiArtist: tabletmonkey.blogspot.com
Artist:
https://www.artstation.com/artist/shockwave9001Feel 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 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. (Marmoset Toolbag is allowed as well)
- 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.
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
Oh and btw, the unknown artist of the first environment is Alex Palma (search for Alex Palma - Lazarus Interior)
My progress so far today, obviously a long way to go but putting some detail down.
Im having some trouble with the grip details, my attempts keep resulting in some pretty bad pinching below is my best result using maya's crease but i feel like there's a better way of do this, has anyone had any success with this kind of detail?
@eXecutex awesome work with the concepts this month. so hard to decide !!
Hoping to see more people get involved in this challenge!
Good luck to everyone who is doing this one!
Quick work @jwills Looking forward to seeing the development.
just a quick block out.
@palexpereira to me the thing at the side looks like an empty cup dispenser.
@jwills Looks like a good start especially for how fast you jumped on it!
Been working on this for a day or two now and made some decent progress!
Let me know what you think guys and if you spot anything wrong, that I've missed
I am abit confused with some of the details and wanted to ask if anyone knew what they were, cant quite tell myself
@Ricky love your idea! great way to tackle a few props at once; look forward to seeing your progress
quick update - would love any feedback on layout as things are feeling a bit off...
Current progress after the blockout phase with 4 pieces UVed using the trim sheet.
Nice progress, excited to see what your white version will look like
I had some trouble with the blockout so far since the perspective appears to be wrong..
I also started a first pass of the floor today. Textures are still very WIP.
Today I got the roofs light panels done.
Here's a shot with the light panel texture on everything that I haven't done yet to get a feel for how the scene will look light, color, and material wise.
Only thing would be that the black part of the floor feel a bit too glossy for me
I went back and reworked my blockout for the third time, having real trouble with the perspective.
Hopefully it's kinda okay now and I can start modeling all the stuff
Also put my blockout into Unreal real quick and tweaked the textures of the floor more.
@Jaston3D I like your use of colour, the white gives it a whole new feel and I also like how you have handled the ceiling.
I've also looked at alternative viewpoints from other areas suggested in the concept. You can see my progress below.
Your camera looks really good, in my opinion it comes the closest to the concept so far. Mind telling what your camera set@supaclueless
Worked a bit more on a few smaller assets/textures and played around with lighting.
Next comes modeling all the other stuff
@supaclueless Looks like you got pretty dang close! good job! that was a real hard perspective.
@jwills , loving the work on the gun model, looking forward to seeing its final results!
Here is the progress of my model. I've been working on it bit by bit... I'll start texturing very soon hopefully; by next weekend for sure! Parts of it are facing the wrong way to make them easier to model before setting them in their final position, such as the laser gun on the roof, and the legs.
@Ricky Really nice to see work on the Wildstar props. I too picked from there. Are you doing everything in maya/max?
I chose the "Location Sign" to do first. I've been working on expanding my skill set into normals and zbrush so this is my first real project utilizing and continuing what I've leaned so far. Honest crits are much appreciated! I started the blockout in max and then dynameshed in zbrush to get a closer silhouette and sculpted from there. The bottom wood arrow was a test on making that deep cut in zbrush but I think I'm actually going to work those in max and then add some small details later in zbrush. I think that workflow may work better for me. The straps are what I'm focusing on right now.
@Jaston3D , Loving the scene! The deeper atmosphere brings it to life a lot more for me!
Looking really good! How did you do the long lensflares? Was experimenting with that yesterday aswell but didn't get good results..
Anyway, continued modeling. Slow and steady.
@Shyralon That's looking really cool. I like the top lighting modules, they have a real beefy feel. I also like how you staggered the bulbs opposite the curve of the module's edge.
@Shyralon It's all in the post process. To get the long stretched ones like that, you have to mess with the bokeh size/shape in the settings! The long stretched ones are called Anamorphic lens flares, I'm sure theres lots of tutorials.
Good luck
@Jaston3D @Shyralon your scene's are already looking good! cant wait to see the end results
@Jaston3D @Shyralon Both are coming along really nicely, it's great to see different artists styles coming through.
Everyone is producing some great stuff!
I've not had much time at the computer this week so have some catching up to do, but here's where I'm currently at. Need to do some tweaking with some textures, but trying to get the whole scene to a reasonable standard first.
@Ricky Thanks dude! getting closer and closer to the end your props are looking great! Your idea of making a scene is really clever
@CMPearce @Shyralon Your environments are really coming together! looking really good,give jaston a run for his money
A little bit of my progress for everyone, I havent posted in a little while as I was sorting out CV's and applying for a few jobs ,but after making my low poly and the tedious task of UV unwrapping and many hours of playing with substance painters baking options, finally got a good bake and im starting to put some materials down First time using substance painter properly so really want to see what all those smart materials can really do (y)
I decided to leave a few parts such as the sights as I want to do a "attachment" part after
These environments are looking soooooo good! I wouldn't even know where to start with something like that! keep it up
Iray Render:
Below is my high poly I completed in zbrush. I definitely learned a lot from it. I'm onto the low poly currently but it's moving at a glacial pace.
My progress so far, need to tweak a few textures and change the left hand computer station to match that of the concept, but on the whole happy with the direction it's heading. Should be finished by the end of the month
@jwills good modelling, I would say from the close up the texture looks slightly like leather/rubber
@RockyS Thank you dude, i completely agree , I've been staring way too long at it, way too rough and rubbery, I've played around with some materials and added a subtle bump, so hopefully this reads as plastic a bit more!
An update on the materials and I also made a quick little flashlight attachment that I hope to add later on