Hello everyone and welcome to the
Monthly Art Challenge for the month of June !!!
Hey everyone ! You said Concept Art ? There is plenty of it !!!
I am so glad most of you guys participated in the previous challenge and you did some really great work ! (except nobody did that sci fi scene with the spaceship (sad face) )
This time I am blasting you with some sci fi stuff along with warcraft and darksiders concepts. You guys have A LOT to do !
So, what are you waiting for ? HOP IN NOW !
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:
http://chaoyuanxu.deviantart.com/Artist:
http://www.simonstalenhag.se/Artist:
http://www.autodestruct.com/Artist:
http://www.simonstalenhag.se/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 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
Sense of scale is all wrong, but that is to be expected lol !!
Also, frigging Marmoset doesn't like object overlapping... What to do T_T
Here's what I've got so far:
After posting the photos, I can see some sizing issues with the hinges: they're too tall and skinny. I think they need to be fatter. Also, the rectangular sections of the hinges need to be rotated slightly.
I have a few questions for everyone though. How would some of you suggest I do the actual door part? Should I just sculpt it in zBrush entirely and use 100% normals to make the detail of the door? Or should I continue blocking out even the detail of the door (like the skull, the teeth, etc.) before bringing it into zBrush? Just trying to get some ideas of what would be the best workflow for a game model.
If anyone has other suggestions and critiques, please feel free to leave a comment ::chuffed:
Good luck to everybody! This month is full of some great concepts.
Personally, I would create the details of the door in zbrush. For the skulls, as different mesh sitting right on top the door; instead of sculpting the door.
Here is the block out and paint over. My main goal is to really push my zbrush skills with this project, so after the block out it's all zbrush.
[ Images Deleted due to photobuckets greed. ]
Keep messing with scale. I didn't even realize the number of shelves per railing, so good eye on that. It may help you if you try to get the angle of the shot in the concept art first. If you can get that down, then adding all the extra stuff should be a lot easier.
Good job on using human size-reference to guide your scaling. Keep pushing it :pleased:
@Omnicypher pretty good idea with the humans as reference!
I also started to begin my scene. I tried to adjust the camera and then build the scene from this perspective.
Pretty hard to get the right scaling though
[ Images Deleted due to photobuckets greed. ]
fantasy architecture should be large enough to fit the player's camera, and railings should be higher than the center of mass of a character, or else they won't prevent falls. I usually put railings at about 1 meter above the ground, 2 meters wide. doors and windows could be as large as you want in fantasy games, as long as the camera fits. third person games usually have high ceilings. just wing it, and round the proportions to the nearest meter so you can snap parts to a grid easily.
I've got the door ready for sculpting. This is a preview smooth, and I've got all my holding edges where they need to be for zBrush. Before I continue though, are there any other pieces I should model out? Any critiques to offer for the current blockout? Thanks guys
Still have to finish last month before I start another environment, so I am doing a quick prop for now.
Gonna be throwing my hand into this months challenge. I really like the concept by Chaoyuanxu. I've done a breakdown sheet for it and will hopefully have the blockin done soon.
@PolyShark that breakdown looks like it took a long time to color and make that color key, but at a glance, i don't see any valuable information in the image, and im not sure what its purpose is. is it to make a checklist for budgeting time? highlighting everything doesn't seem any better than highlighting nothing. to save on draw calls, most of those textures will be put onto the same sheet, so i don't see how naming each material and breaking things down to that degree, really gives you any additional info. what's the difference between a wood pillar 02 and trim 01? aren't they both just wood trim? couldn't almost everything in this scene be described as a trim?
instead of highlighting parts of concept art, i like to just start sketching out a long trim sheet with all the unique details. once everything is roughly painted in the same texture, i can always separate details to improve memory, like separating parts that require transparency or glow.
[ Images Deleted due to photobuckets greed. ]
decided to start with the concept pieces from Darksiders 2 and wanted to use 2 of the props to make a start to a scene.
I figured It would be best to start by highlighting the parts of the props I would need to model, then attempt to break it down into wireframe so to make the modeling process faster. my big focus during all of this is mostly to improve my unwraps and texturing because I stink at it.
as for critiques so far I have none because everything posted so far looks good . I will develop more critiques closer to other projects closing in towards the finish. I also appreciate anyone who would give me critiques and comments through my process of creation.
I will try to post a blockout as soon as possible.
@Omnicypher I like your approach to the trim sheet. Is there any chance at some point I could have your input on making my own trim sheet for my models ? If so I appreciate your time.
Current progress thus far on the pyre...
I made some headway on the door prop.
I'm trying to sculpt out the major areas of the skull. I'd welcome any and all critiques (I'm fairly new to sculpting and zBrush.)
[ Images Deleted due to photobuckets greed. ]
Got the blockin for it complete. I'll be using UE4 for this. Just using a directional light for now but will change this later. And some models having lighting errors due to UVs. I'm noticing some of the proportions need to be fixed as well like the bookshelves being to wide, table is to small, windows could be moved higher up.
Good job so far, everyone
@Mrfido the sculpt looks very promising. You might want to sharpen it a bit since it looks a bit soft in some areas.
@Omnicypher thanks for the tidbit of info.!
my progress so far today has been modeling the staircase.
and now the part I dread most.... textures =(
Still have a lot to go, but I'm proud of the progress I've made so far. I'd love critiques over the progress so far, but it is still a wip.