Hello everyone and welcome to the
Monthly Environment & Prop Challenge for the month(s) of November & December !!!
Last Challenge was a great success with truly amazing work by all. A special congrats to @jwills whose work was featured on the Polycount front page!! Amazing effort all around and it's exciting to see so many participants.
The new 2-month format seems to be a success, so we'll continue with that for all forthcoming Environment Challenges.
Lastly, a reminder that for each Challenge, per community request, I'll be posting the winning concepts for these categories (broadly):
Environment: "Hard Surface"
Environment: "Painterly"
Prop: "Hard Surface"
Prop: "Painterly"
The hope is to provide several options we've voted on to accommodate personal styles/workflows while maintaining cohesion within our group so we're working on similar scenes and better able to help one another work and grow together!
As always, please feel free to provide feedback / suggestions in this thread or by messaging me directly.
The votes were pretty clear this time around - without further ado, here are our options for Challenge 45!artist:
koryhubbellartist:
dirtyjartist: unknown, see trademark
artist:
unknownThis Challenge's "Painterly Prop" is a little more complex than usual; feel free to grab one particular item from the scene to complete!
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
I'll kick this off,
I'll be attempting the hand painted environment. I'm Not sure yet which my target will be, but I feel UE4 will be my final choice at this point. Below is my breakdown for the scene my next job will be a 3D block out.and a colour coordinated version,
@DkuCook
I like your break down so far very detailed.
all works are Awesome
at the first i highlighting the big parts and block-out with some simple shapes
The floor section in the ref comes out almost to(or flush) with the feet of the red highlighted section. The red section is wider and the bottom of the cutout is above head height; yours is at waist height.
Your green section is sticking out too far and blocks the yellow section from view, which is very different from the ref. Also, look at the distance from the front of the green section to the front of the red/yellow sections(which are flush)
Hope it helps. Good luck.
I'm trying to fix them
william21984 your tank is a bit small
be careful, you need another cilinder next to the tank, dont forget that piece . The cilinder on the back is attached to the weapon itself and the one on the front is part of the piece that you change when reloading the weapon.
about the door, I've been breaking it out and seems like both sides are not parallel, maybe it's a perspective trick but the green part on one side is deeper than the other. I'm not sure how I will solve this next month but I think that the walls should be longer than the green part (like the right side of the concept)
I've started doing the weapon, wanted to change from last month's challenge.
This is the blockout so far, I need to add the curve of the bottom of the body and start modeling the pieces
One question: Do you know about the current tris count of first person weapons in AAA games?
Blockout looks good! From what I found out the polycount of most first person weapons nowadays is around 10k.
Started blocking out the painterly prop. Do you see any issues with proportions etc.?
When doing personal work it's up to each of us to interpret it as we see it whilst staying true to the concept and make it work in 3d.
Yeah there will need to be some re-work done by the 3D Artist in this case to make these shapes work for how it is drawn. The pieces perspective is def off and each side does not align as it should. Pretty common thing when it comes to concepts. Unfortunate because when a concept is approved and your 3d piece doesn't quite "hit" the concept exactly some ADs get a bit picky but something you have to learn to deal with.
Liking what I see in the thread so far, though I honestly haven't anything in particular to comment on just yet. All good starts.
I´m not really sure how to place the top part. You can see that it´s not exactly in the middle. I´m not sure if it looks better when positioned like in the concept (I think it might confuse viewers who would interpret this as a flaw) or if it would look better exactly in the middle.
What do you think?
I have done a few that are in the 25k-40k range with all of the accessories but like I said it depends on the needs of the project.
The key is don't be wasteful. Make round parts round. Let your hp and normal map carry as much as it can but make sure if it is part of the silhouette it is pushed and looks good.
Quote from the Halo Wiki. " Master Chief stands about seven feet (2.13 m) tall and weighs 1,000 pounds (450 kg) in armor; without it, he stands six feet, seven inches (2 m) tall and weighs 287 pounds (130 kg)."
It looks very nice! I'm doing this one as well, so I've been staring at it a lot.
Here are my thoughts:
The top half cylinder pink thing needs more geo for a good silhouette. I think the cart has legs on the other side to hold it up as well. The box of melons might need to be slightly taller.
Also, I think you are missing one of the metal support pieces and have a beam going in the wrong direction. I'm basing this off of the line drawing concept though as it is a little muddled in the colored version.
@b0lly
nice start! I've made some lines in your image with some things I see,
I'll make my model near 30k tris.
The idea is to make it as detailed as possible (target AAA fps) and in a way that I can make some kind of loading animation, it will be funny to make this reload with all those tubes ^^
I've already started with the high poly, it's hard to match the creases sharpness with this image but I'm happy with the reult so far.
I'm using opensubdiv to avoid support edgeloops as much as possible.
@Jesse Walsh great progress so far! My only feedback at the moment is that the middle pole creates a tangent with the pole next to it on the right due to the shadows, what if you thickened one of the poles or move where it is placed?
Great work from everyone so far
Here's my update
I'm trying out a new workflow, I won't be baking beveled edges from a high poly to a low poly, instead I'm gonna allow myself to use a higher polycount. I'll be using a normal map mostly for texture information like scratches, dents and holes. This will hopefully speed up the process of modelling, cutting out the baking-part which is often painful and time cosuming. Todays engines have no problem with handling high poly weapons, it has already been mentioned, its important not to be wasteful and have a smart topology but high polycounts are usually not a problem anymore in todays engines.