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 me know.
As always, please feel free to provide feedback / suggestions in this thread or by messaging me directly.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
Is anyone doing this? I feel like it got lost in the abyss of the 3D Art Showcase thread lol.
So far I`m trying to make a raw blockout in max. Started with the gold part
I'm going to take a little extra time on pre-production so I can get my plan all squared away. I have an idea how this will lay out, but I need to see if everything works.
I am a little worried about what I can do in the doorway without cheesing it... to plan and plan and plan some more.
Some progress on block out, still lots of issues that i hope I`ll fix in zbrush. And I`m not sure how the back side should look
Setting up some basic lighting, and modular pieces in UE4. After a few more tweaks, I'll start refining and making high resolution meshes.
@Quibees I like what you have for the mask so far. I would make the little tiny pieces at the top in the middle have some volume, and adjust the way that they are intersecting the main body of the mask, and I would add some cuts to the two little pyramid shapes at the top, since doing so affects the outline, and they don't really appear to be perfect pyramids in the reference.
@Jaccob_Gabriel The lighting in the reference seems much brighter/to have much more contrast, and I think your hallway is a bit wider or more "roomy" than the reference. Can't wait to see more! I love scifi hard surface stuff.
I've decided to take a stab at the hand painted piece this time. Here's what I have so far. I imagined the back of the mask as having some kind of velvet material that is riveted in. I think I will try to make the inside of the back of the eyes have some wild material on the inside, so that it makes it look like you would peer into another world after putting it on.
Edit: Also got the unwrap done. Gonna see if I can't finish this one quickly, and maybe try the sci fi scene or the boat after this.
I like your boat so far. I really like that you've chosen to keep the angular/hard edge feel of the reference on the life preserver and windows, but I feel that they should be more skewed and asymmetrical, so that they feel more crafted and less like 3d primitives that were just thrown in there. Basically, do to them what you've already done with the front facing windows.
Here's my progress with the mask. Still trying to decide how I will make the glow effect, and set up the eyes on the back of the mask appropriately.
Here is my early blockout, which took me almost two days to approximately match perspective (and it's still unfinished, hah). As you see, I've made some changes to the concept (i.e. stairs)
Oh, and, I don't get it, when does the challenge is supposed to end exactly?
BakertheGameMaker The mask is looking very great already
For the glow effect, maybe you should try something like plasma-style praticle generator, if you are using UE or similar
Last second I decided to do classical hand-paint without zbrush, not sure why. Mapping and base coloring with some ao and curvature ^3^
Here's my latest progress on the mask. I tried to whip up some decent particle effects as per @Roumonk 's suggestion. I'm having a hard time balancing cool UE4 effects and still maintaining the "exact" look of the hand painted texture.
@slam_nine That is some really good painted textures.
~kade
@BakertheGameMaker , you're textures are looking awesome! And your UE4 render is very interesting aswell, would be interesting to see how you set this up
There's basically 3 particle effects ( two are duplicates, the sparkles for each eye), a post process volume that I've used to add a dirt mask and lens flare, and some black cubes to make the back drop. No lights in the scene. For the sparkles, I tried using vector fields for the first time. It's basically a slowly spinning helix shape that attracts the particles to them, making them move in a slightly wavy pattern. All of the particles have semi blown out values to make em glow, and they go from blue ish to more pink ish over their lifetime.
and a little in 3d model program. I'll move them over to UE4 shortly so I can start with the lighting.
Cheers!
@SebastianBielecki you definitely got that perspective, nice one
Cheers!
yO!
Hope i'm not spamming.
yO!
Edit and thanks @Torch ! I'll do a quick updated paintover when I get the chance, see if I can't bring the ao back a bit.
I'm considering HP done at this point Here are some shots (before subd).
Oh! i might add viewer.... maybe... dunno yet.
yO!
I like what you did with the grip, the bumps might be a bit large but they help make the weapon more believable
@Shyralon
Damn you guys are looking good!
I just started last week so I got some catching up to do, hopefully I can get to the texturing before the month ends.
I think what helped was creating a Rule of Thirds grid over the original concept but I know I'm still off on a lot of things in terms of scale, but I wanted to atleast get some progress on the blockout so I don't go nuts.
Right now I built all my assets modularly and export them all individually, but It feels very time consuming constantly tweaking the location of my assets in UE4 especially since UE4 doesn't recognize blender's pivot points.
This is my first environment-from-the-concept try too, so it's only two weeks left and I'm still chilling in maya. (actually I'm just a bit lazy )
Spent some extra time on the level's modularity, and completely reworked dimensions of the assets, which caused some deviation from the concept, but I think, It became more accurate and it's easier to build the scene now (a great pleasure for perfectionists )
(the ceiling is experimental)
My next screenshots will be from Unreal (I PROMISE!! )
Hello
This is the second time I attempt the monthly environment challenge but the last time I did not finish. This time I put in two restrictions for myself, to make it easier for me to finish the project.
· No larger texture than 256x256
Having all the textures small I could make all the textures in Photoshop by only using shapes and layer styles. I got the idea from looking at a video about the graphics of Metal gear solid 2 and it was very cool to see all the tricks they used to make that game look nice.
· No High poly models
All of the models were very low poly, around 10 tris each with few exceptions. Same here I looked at the ps2 metal gear solid games.
I tried to combine the concept art with the aesthetics of the Metal gear solid 2 screenshot. With also utilising modern shaders like, Normal and emission maps. Now with hindsight It would probably looked better with 512x512 textures, the image looks a bit out of focus because of the low resolution.
Even though its lacks detail like the cables scattered on the ground, the red pipes that run through the corridor and the two screens on the right. It is not often i complete projects so for what it is I am happy with it.
Edit: I worked a bit more on it. Not really sure how to proceed so I'm more than open for feedback.
10.859 tris so far.
The rate at which some of you model and update your posts is impressive. I feel so slow in comparison, but that will come with experience I hope