If you want to change up either concept a bit, as some people wanted, then feel free. Interpret these concepts to your liking.
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
curious if people choose to model the underwater part or have it as texture. i dig the isometric style
https://www.artstation.com/artwork/A6oae
I'd say, don't focus too much on creating something perfectly optimized on your first go, because it's easy to start over-thinking stuff. But Nerdicon's image above is a great example of how people usually start these scenes.
Also if you get to a particularly tough decision and aren't sure which direction to take it's sometimes a good idea to "Save As" and create a new iteration of your file, so you have backup copies at different stages in the project.
Hey everyone! I'm new to the site and this is my first challenge. Just figured I'd share my initial blockout. Looking forward to seeing everyone's progress!
Hey guys! First time poster here. I want to try some hand-painted texturing so I choose the isometric island. Here's my first blockout.
Heres my blockout so far.... im glad someone is going the island haha. GL and have fun everyone looking forward to everyones projects
Just wanted to do something sci-fi, and you have chosen so nice concept for this months. So, I also take part and there is one more blockout.
Good luck, guys
P.S. Why is character challenge featured on the main page, and environment not?
Highlight of areas which don't really make sense to me. The camera rail blends seamlessly into the storage units(?) above. The arms on the door don't look functional. Cube of 3 cameras facing awkward angles? Rear pipe wont vent into power unit. I think the overall idea of this area is a security checkpoint between the shipyard and the civilian area. So the cameras are in place so the security officer behind the screen can scan the pilot to see if they are holding any weaponry/contraband, hence the camera rail behind the terminals.
Screenshot dump of Arc Corp - Area 18 Border control.
http://i.imgur.com/NMUHffX.jpg
http://i.imgur.com/mUq3XpZ.jpg
http://i.imgur.com/mZI2c4M.jpg
http://i.imgur.com/90W4iXG.jpg
http://i.imgur.com/zM2EjkI.jpg
http://i.imgur.com/Bg6qYhm.jpg
http://i.imgur.com/0wlzt3Q.jpg
http://i.imgur.com/j06lDD1.jpg
http://i.imgur.com/Gfmf2k0.jpg
http://i.imgur.com/qTpUrTq.jpg
http://i.imgur.com/B12L53C.jpg
http://i.imgur.com/3D4o6UI.jpg
http://i.imgur.com/aUF5YuC.jpg
https://youtu.be/hTrlx-7G5FU?t=4m4s
Got my block out in and reasonably happy with it.
And started working away at the highPoly modular pieces
Let me know what you all think! Everyones got some great work going so far!
So, my progress so far, exported into UE4 and added a bit more details. I decided to try to make the most of assets using custom vertex normals.
Found this thread which seems to have a lot of good information, Obscura made a nice video on how to use normal decals too:
http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p5
Now on to unwrapping UVs then it's fun time with Zbrush. Or do I have the proper workflow wrong? Let me know and all other critics are welcome.
Starting painting what I considered the major areas and then I moved to making the very first blockout and take it to the engine.
There are no lights setup or anything is very raw.
I still need to tweek the proportions and such so, gonna do that and test some basic lighting before moving to full production of the scene.
There is my progress. Made it more modular.
OOps whats what happens when you post late at night
I haven´t really made anything game related yet so I thought this challenge might be a good oportunity to learn something new.
I´m a bit late to the party but I hope to finish it in time - here´s a blockout.
Not entirely sure though about the proportions - might be that I have to tweak them a bit in the process.
Awesome work so far, everyone!
Adding a few progress photos of my hallway, modular highPoly and LowPoly pieces are done now.
I know they're in some odd positions, randomly placed out, but I'll fix that and their pivot point before exporting to UE4 after the texturing is done.
Off to painter
Now I do have a little problem with my normal map. Some pieces came out perfect but others, like the barrel, pick up some artifacts from the low poly for some reason. The maps were baked in Topogun; any advice to help me figure out the problem is appreciated.
Also maybe some of your black stripes on the door are darker than the ones in the concept, besides that, I think nailing that blue hue and lighting will really sell it. Great work!