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
I'm going to try and tackle the satellite dish - let's see how crazy things get at work in the next few weeks
Gonna be my first time trying one of these, let's see how it goes.
wow, thats a nice blockout allready! nearly an exact fit
Here is my blockout progress for the satellite dish. Starting from the bottom and working my way up..
Goal is to get as much done in Fusion 360 as possible.
In short, I'm dividing the room in half to tell the story of two individuals forced to work together, despite their varying personalities and living conditions. I'm shuffling the tree over to the hammock side and making it more of a bonsai tree, and cleaning up that half so there's some actual organization. Then I'm moving most of the tech equipment to the bed side, and adding open books and paper piles to show some sort of intense, focused research, by the kind of guy who would look at a room like this and say, "it's controlled chaos".
I also went ahead and made an asset list, looks like it'll be roughly 40 assets. So, not impossible! Block-out scene to follow.
Now I have two vieports. I model in the left perspective view and check the alignment in the right aligned view. Here's timelapse:
I really like the concepts this time around I think I'll try the hand painted environment or the hard surface prop.
I was trying to make sure there's at least some indication of transparency or non-solid-ness, but this just looks messy. Should I not bother with the gaps and just keep them as solid blobs?
Blocking coming along nicely, should be done tomorrow.
Finished/approaching completion with the blocking phase. Shuffling stuff around is definitely going to make this tricky, but I think the result will be worth it. I'm already liking the separation happening between the halves.
Messy Arnold render:
Concept art overlay:
Wireframe for good measure:
Because I'm planning on making this a full real-time environment in Unreal, I wanted to include the back wall which is not included in the concept art. I saw the little grooves going through all of the shelves, and decided it looked like a system for shifting computer screens around on the walls, so I extended it onto the back wall.
Herein lies my primary concern (right now); I need to fill space back here. I may add computer screens, I might try to think up an appliance or piece of furniture to plunk back there, but I'm drawing a blank right now. Could anyone help me out with some ideas?
Same issue with this area. The tree was covering up a big chunk of the shelving, so I don't know what goes there. I was thinking a gun rack, but that conflicts with my narrative, as the security cameras on the ceiling indicate that these two individuals are being watched, and their work probably doesn't require guns. Again, any ideas about what I can put here?
Added note: I shifted all the poloroids from the side walls to the front wall, and my plan is to further push the room division with these. The hammock side will have printed letter decals on the wall (i.e. "KEEP CLEAR" like in the concept art), and the bed side will have all the poloroids pinned on the wall, with lines and "conspiracy scribbles" drawn all around them, furthering the chaotic nature of that side of the room.
Having lots of fun with this.
great progress so far!
@alytlebird
I like your take on the concept!
Maybe some Locker / Closet thing could fit in the back? could fill a wide area and is something thats not yet in the Room.
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Slowly chipping away on my blockout, definitely shows me where I still struggle in Fusion 360, but its a great learning experience so far.
And thats whats important right?
@TangDao Your blockout looks so nice and clean! I love what you've done with the platform so far. The only thing I've noticed is that the two rectangular holes in the arms are a little small in terms of length and thick in terms of the width of the metal. I think the holes help make a nice balance between the head and arm of the satellite.
Same with yours @Ashervisalis, I think your holes are long enough, but the width of the metal is a little thick, too.
@jakemoyo I think the arm on your blocking could be a little longer to give the satellite head room to breathe. But other than that yours looks really good, as well!
Take everything with a grain of salt! I'm still a total noob haha
My personal goal with this project is to learn and get used to texture painting in Blender. I tried different programs, but texture painting in Blender, so far, satisfies me the most.
@momomoonscar Yeah I plan on modeling around them when the time comes, in the concept the seem to intersect with the dish itself. And i wasn't really tripping about that kind of detail in the blockout. Thank you for the feedback
@polypassion Youre killing it dude! Are you modeling in Maya and texturing in Blender?
Heres my High Poly progress so far. I've never done anything like this before so you can kind of see my "skill" level increase with each individual mesh from top to bottom Haha. Please be brutal with me especially about topology/edgeflow I'm a clown when it comes to that.
Priority after that is to get the rest of the structural assets done, then move on to the fabric pieces so I can knock them out in Marvelous.
I was wondering if there was a way to reduce the polys I'm using on the vines. I just extruded a cylinder a bunch of times, but I feel like that's not the proper way to do it.
Also, do you think I should keep the mouth a separate polygon or should I extrude it?
I really want to improve so please be as harsh as possible!
As far as reducing the poly count on those vines you could probably do just one of the top ones as actual 3D and then the rest as just part of the texture. I've seen that done before. With just one itd probably sell as all 3D.
What I did with the mouth is make it a separate object and configured the face in a way that it flowed well with the mouth, if that makes sense haha. I would find it hard to extrude from the mouth to make such a pristine shape! Hope this helps.
Finally brought the blockout into Unreal (along with some finished assets like the vent and wall/ceiling lights), going to fiddle with the lighting a lot going forward. Unreal lighting is always an area I struggle with, just so many variables and things to tweak, and lightmaps are a pain... Anyone have a magic secret for Unreal lighting?
Few tips though: Find a decent HDRI map and baked the lights accordingly. You can tweak the basic cubemap in UE4. You can use God Rays near the left window and right door by keeping a light source on the North-West side. You can try it, if it looks good you can move forward or else you have to add some external lighting sources outside the room. It's just trial and error.
Good luck!