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Monthly Environment Art Challenge - November & December 2018 (57)

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greentooth
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kadeschui greentooth
Welcome, all! Time to round out 2018 with our final Monthly Environment & Prop Challenge for the year!

Thanks to all the great suggestions for this Challenge - this is one of my favorite collections yet :)

Remember if you don't finish in the time allotted, just keep plugging away and post when your work is finished. There's always some good progress that falls off the radar - we want to see your work! So keep going and finish those pieces!

Without further ado, here are our options for Challenge 57:

- ENVIRONMENTS -

HARD SURFACE CATEGORY:


artist:https://www.artstation.com/artwork/XmXqa

HAND PAINTED CATEGORY:

artist:https://www.artstation.com/artwork/OW5Bw

- PROPS -

HAND PAINTED CATEGORY:

artist: https://www.deviantart.com/noahw/art/Meat-hook-710808893

HARD SURFACE CATEGORY:

artist: https://www.artstation.com/artwork/E5wA4



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

  • Maximum-Dev
    Hi all,

    I'm going to use this as a chance to wipe dust off my rust. Hoping to get better at modeling and texture work. I picked the hard surface prop. But need help along the way.

    To start with, may I ask how should I approach this?
    Low poly to High poly
    or HP to LP ?
    I see people doing it different ways, but I'm wondering why that is and which way I should go as a somewhat newbie.

    Thanks in advance.
  • IDCrisis0
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    IDCrisis0 polycounter lvl 11
    Hey @Maximum-Dev
    To start with, may I ask how should I approach this?
    I think it's all dependent on what you're trying to accomplish personally. I usually approach things from a game dev perspective, so I'd use HP > LP workflow. In the case of the hard surface prop, that could easily be converted into a game prop or an enterprise-type study. 
  • jewski-bot
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    jewski-bot polycounter lvl 4
    Hi all,

    I'm going to use this as a chance to wipe dust off my rust. Hoping to get better at modeling and texture work. I picked the hard surface prop. But need help along the way.

    To start with, may I ask how should I approach this?
    Low poly to High poly
    or HP to LP ?
    I see people doing it different ways, but I'm wondering why that is and which way I should go as a somewhat newbie.

    Thanks in advance.
    I would consider mid-poly if that makes any sense.....

    I might pick up the industrial robot arm myself as I need to redeem my cred from last challenge.  I completely blew it out of my rear end and didn't realize it until after stepping back to look it over.

    Keep your model simple.  If you have modo or Zbrush, use Mesh Op Booleans / Live Booleans so you can work and test out shapes and proportions on the fly.  Don't worry too much about the details when blocking out and if you can, save support edge loops for last after you're sure that everything is good to go.


  • jewski-bot
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    jewski-bot polycounter lvl 4
    So, I kind of jumped the gun and started the 'meat hook' / scythe on Saturday and am almost finished..... 


  • Maximum-Dev
    Hi all,

    I'm going to use this as a chance to wipe dust off my rust. Hoping to get better at modeling and texture work. I picked the hard surface prop. But need help along the way.

    To start with, may I ask how should I approach this?
    Low poly to High poly
    or HP to LP ?
    I see people doing it different ways, but I'm wondering why that is and which way I should go as a somewhat newbie.

    Thanks in advance.
    I would consider mid-poly if that makes any sense.....

    I might pick up the industrial robot arm myself as I need to redeem my cred from last challenge.  I completely blew it out of my rear end and didn't realize it until after stepping back to look it over.

    Keep your model simple.  If you have modo or Zbrush, use Mesh Op Booleans / Live Booleans so you can work and test out shapes and proportions on the fly.  Don't worry too much about the details when blocking out and if you can, save support edge loops for last after you're sure that everything is good to go.


    By mid poly do you mean using weighted normals workflow without normal bake?

    IDCrisis0, Same here. Want to make game res stuff.
    So if I get it right,
    1. Create LP or blockout
    2. Create HP
    3. Duplicate and take out support loops to end up with LP
    4. UV
    5. Bake

    Is that the correct workflow?
  • jewski-bot
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    jewski-bot polycounter lvl 4

    By mid poly do you mean using weighted normals workflow without normal bake?

    Yes, though you may still use normal map bakes for the smaller parts like screws, rivet / bolt heads where stamps just won't do.  The reason I advocate it as a modeling technique is that you can go either high or low should you change your mind and do the high to low workflow.  As far as the LP model just being a duplicate of the HP without support edge loops, I wouldn't say that's quite right.  There's more to it then that.  You'll want to either split your UVs at the hard edge, or throw in a chamfer (or bevel with zero divisions) to better deal with gradients.  In that case, you'd take out the middle edge surrounded by support edges if working from HP to LP.

    Also, don't be afraid to reduce flat areas by merging verts....

    Below is an example of the low res model next to the high res with geometry frozen (prior to being sent to ZBrush for detailing).

  • jewski-bot
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    jewski-bot polycounter lvl 4


    Here we go for the Marmoset.
  • Zerogun
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    Zerogun polycounter lvl 9
    Aaaaand it's @jewski-bot off to the races! That's looking very nice (I was going to say 'sharp' but I stopped myself.

    I threw this blockout for the pier scene tonight. Starter content water for now. Trying to figure out the water placement. 

    Very basic lighting bake that didn't play kindly. But I'm just working on placement.
  • cerverus94
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    cerverus94 polycounter lvl 10
    Hello! 
    Is my first time in Monthly environment Art Challenge! 

    I made the Blockout with BSPs mode in Unreal 4.
  • Maximum-Dev
    jewski-bot, Thanks for taking the time to reply.
    Also the scythe looks very nice. Wondering it it'll look better with a metallic map. The concept has a steel feel to it.
  • IDCrisis0
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    IDCrisis0 polycounter lvl 11
    IDCrisis0, Same here. Want to make game res stuff.
    So if I get it right,
    1. Create LP or blockout
    2. Create HP
    3. Duplicate and take out support loops to end up with LP
    4. UV
    5. Bake
    Is that the correct workflow?

    @Maximum-Dev - This is a perfectly reasonable workflow. Some people have slightly different versions of this, but for the most part this is the process I follow.

  • Zerogun
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    Zerogun polycounter lvl 9
    I did a light bit of work during lunch: adjusted posts, adjusted the ground for the beach, added "foliage" that is just a stand in for now.


    Still playing with the lighting. I will need to work on that water plane since it's just a starter content piece.
  • jewski-bot
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    jewski-bot polycounter lvl 4


    Might have jumped the shark and started going TOO detailed on the handle.

    @Maximum-Dev, as far as having a metallic map applied, I do have it, but I toned it down a bit in the earlier renders.

    Good going to @Zerogun and @cerverus94 on starting your entries!  I hope to be able to multi-project this challenge and hopefully can tackle one of the environments!

    *EDIT*  Upon further review, I might be redoing this after looking at other examples of stylized art.  There are things that don't seem to work quite right, especially with the cracks and materials.  Everything looks a bit too off. */EDIT*
  • Zerogun
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    Zerogun polycounter lvl 9
    I think you have a good basis for your stylized design there @jewski-bot, but the only thing I see is that it doesn't seem to be across the entire piece. The metal of the blade has those nice highlights making it look almost cell-shaded in a sense. But the handle looks more realistic. To me it's a juxtaposition of those two styles. 
  • Larry
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    Larry interpolator
    i will join this month's challenge to keep 2 projects going and have some change of scenery... I'm going for the stylized house! I am not going to bake any meshes, i'll just make some beveled meshes and use a stylized material to add the normal details ! I did the whitebox and currently i am building the meshes. Gonna spend most of my time in creating the hand painted materials.


  • Maximum-Dev
    IDCrisis0 said:
    IDCrisis0, Same here. Want to make game res stuff.
    So if I get it right,
    1. Create LP or blockout
    2. Create HP
    3. Duplicate and take out support loops to end up with LP
    4. UV
    5. Bake
    Is that the correct workflow?

    @Maximum-Dev - This is a perfectly reasonable workflow. Some people have slightly different versions of this, but for the most part this is the process I follow.

    Thanks! :)
    Also would be incredibly helpful if people record their screen while modeling. Would help people like me a lot to get started quicker.
  • Dreyzie
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    Dreyzie polycounter lvl 3
    Hey, guys. Just started working on the greybox for the "Copper Air" concept. Made some very rough meshes to lay the foundation and gauge what pieces I'll be using the most. For the lighting I'm torn on sticking with the concept, or going for a sunset vibe.



    Zerogun said:
    I did a light bit of work during lunch: adjusted posts, adjusted the ground for the beach, added "foliage" that is just a stand in for now.
    Still playing with the lighting. I will need to work on that water plane since it's just a starter content piece.
    The layout is looking great. I love the idea of connecting it to a little beach.  :)
  • vld33
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    vld33 null
    Sorry if I've missed it somehow, but maybe someone can say on which exact day the final peace should be presented?
  • alytlebird
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    alytlebird interpolator
    @vld33 No official/exact end date! Generally we try to have pieces completed by the end of the designated second month, this time that'd be December, but if you're still working on stuff into January, you can feel free to keep posting updates in the thread, or just work on the project until it's done and post it as its own thread. :)
  • jewski-bot
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    jewski-bot polycounter lvl 4
    @Zerogun and @Dreyzie, both of you are off to a great start, but you may consider first checking your proportions against the Unreal character.  Somethings like the Pier supports, ladders, etc. look too large, so I'm thinking that these need to have their scales adjusted.
    Remember to check back on the concept art from time to time.

    @Maximum-Dev, I might try to screenflow some of what I'm doing.  Probably not until tomorrow though since today I'm spending a bit more time learning Unreal Engine, and Modo / Z-Brush / Substance / Unreal workflows.
  • Dreyzie
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    Dreyzie polycounter lvl 3
    @Zerogun and @Dreyzie, both of you are off to a great start, but you may consider first checking your proportions against the Unreal character.  Somethings like the Pier supports, ladders, etc. look too large, so I'm thinking that these need to have their scales adjusted.
    Remember to check back on the concept art from time to time.
    Thanks for the feedback. I've always seemed to struggle with judging scale, even with the height ref. It seems to be a lot of trial and error. Do you recommend using a grid texture with the materials? I think having just pure grey can cause misleading scale.

    I went back and downsized the house, dock pieces and support beams. I still think the main dock is a little too wide, but I'm not sure how I could fit the house on it if I make it any smaller.


  • Larry
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    Larry interpolator
    @Dreyzie

    One thing you can do to have the scale proportions right when creating from a concept, is to add the concept as a background image in 3ds max/maya etc, and move the perspective camera to match some basic shapes as closely as possible. After that, create a camera in that position, try to adjust the focal lens a bit. It might take a while but you can achieve the exact same proportions of everything in the picture. I do this every time, saves ALOT of tweaking and adjusting


  • jake1210
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    jake1210 polycounter lvl 4
    Rough Block-out of exterior and interior. I didn't pay any mind to the floor board in the deck as this will be the first piece I tackle fully. Blockout was made just in max and pieces exported to UE4 so the lightings not all there, but it will be in the end (I hope). 
  • AntonB
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    AntonB polycounter lvl 2
    I have some issues with the right perspective. how do you guys get started ? 
    I tried to hit the perspective and would be glad about some critics 

    And the blockouts i see here are really well done! 

  • jewski-bot
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    jewski-bot polycounter lvl 4
    I uploaded a video going over figuring out scale and proportions in Photoshop.  This is for the Hard Surface Environment.  I'll see about doing more videos regarding the blockout models.

    https://youtu.be/hmxYPe9xtLw
  • Zerogun
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    Zerogun polycounter lvl 9
    You're right @jewski-bot my previous proportions for the house were too large for the figure. I did some adjustments when I was doing my latest run through.

    The ground-floor level pieces were lowered. You can see the balcony walls were raised too high still. That will be my next step, but I don't want to get too pulled into one piece of my scene.

    I also followed up with a tileable ground piece for the sand and sand ridge where my plants will populate. I will be going back to adjust these later. But now I don't have to finagle the damn landscape stuff. 
  • Dreyzie
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    Dreyzie polycounter lvl 3
    @jewski-bot @Larry

    Thanks so much for these guides. They're a big help!
  • jewski-bot
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    jewski-bot polycounter lvl 4
    Hope the video wasn't too slow for you guys.  At 38+minutes....   I'm kind of sorry you all had to suffer through my hunting for buttons / hotkeys in Photoshop.  If there's anything that could be improved, either in this video or those to come, I'm all ears.

    I'm going to be recording more modeling tonight, but I might consider making time-lapses.  On the other hand, there are a few corrections that I need to make after having consulted real world items for reference, so it might be worth it to audio-narrate again.

    As for my own blockout, I haven't really made it too far... only under the 90 minute mark.


  • jake1210
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    jake1210 polycounter lvl 4
    Started trying to figure out some textures for the deck in Substance. Running a rope through those holes took a longer time then I thought lol.me textures to the wood in Substance Suite. 
  • Mahelix
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    Mahelix polycounter lvl 6
    After following some of WoLD's courses on how to get a decent workflow in 3D environments, I feel confident enough to try the Copper Air scene.
    Here's the BSP blockout so far, using UE4's mannequin to get the right proportions got really useful

    With that done, I'm starting to create some props for the exterior
  • HixaLupa
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    HixaLupa triangle
    Hi sorry to be that person but when is the deadline for this competition? Awesome work so far everybody!
  • Larry
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    Larry interpolator
    HixaLupa said:
    Hi sorry to be that person but when is the deadline for this competition? Awesome work so far everybody!
    End of december but it is not mandatory, it is all optional
  • gazman162
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    gazman162 polycounter lvl 9
    Trying my hand at the Copper Air scene in my downtime! I'm going to focus on the exterior and then work on interior assets and the smaller pieces. Got the blockout so far. I'm not sure about some of the sizes, and I reckon I need to make the pier and building slightly wider still.




  • gazman162
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    gazman162 polycounter lvl 9
    Fixed up some of the proportions I mentioned previously, and added in the starter content water material. Want to look a bit more into getting something more detailed for the water, but the starter one will do for now.


  • jake1210
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    jake1210 polycounter lvl 4

    WIP with the rest of the blockout hidden. Water needs work or maybe a new map all together.

    Edit - Reviewed the concept and noticed I misused the red on the deck so I have attached another image regarding that, I need to also add more detail to the house such as gaps and holes.
  • Mahelix
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    Mahelix polycounter lvl 6
    Here we go.

    As I already mentionned in the past, I'm much more of a props dude than a full environment artist and this might be my second (succesful) attempt at doing this, so this might not be top notch quality to the eyes of the more professionals, though I am glad of the result 👌


  • catlady
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    catlady polycounter lvl 4
    Here I am, started a bit late (3 days ago). I love the concept but I feel like I can never get the scale and proportions right
  • Philipp_D
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    Philipp_D polycounter lvl 5
    Hi! I'm kinda newbie here, willing to participate in Handpaint part of challenge. Pls, correct me if I'm wrong - Handpainted means no additional maps included (normals, ao etc.) but the diffuse map painted by hand, right? =) Thx.
  • Dieedi
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    Dieedi node
    Philipp_D said:
    Hi! I'm kinda newbie here, willing to participate in Handpaint part of challenge. Pls, correct me if I'm wrong - Handpainted means no additional maps included (normals, ao etc.) but the diffuse map painted by hand, right? =) Thx.
    I've the same question here :D 
  • catlady
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    catlady polycounter lvl 4
    ^I'm almost sure that handpainted environments don't unclude diffuse maps only. Someone correct me if I'm wrong.
    Second post in a row, I'm sorry but I had an urge to post it.

  • Rx_Rai
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    Rx_Rai polycounter lvl 2
    Hi, first time participating in these challenges. I went with the handpainted environment.
    https://www.artstation.com/artwork/mq88OY


  • Zerogun
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    Zerogun polycounter lvl 9
    It's been quite some time since I updated my work. This is pretty much stage 1 complete. Got the base pieces in. I'm still working on the water material and the base mats on the modular assets.

  • AMG
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    AMG polycounter lvl 5
    HI I START MODELING HARD SURFACE PROB 
    THIS IS FIRST LEVEL ON WORK BASE MESH ON MAYA AND NEXT LEVEL GOING TO ZBRUSH ADD DETILES
  • jake1210
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    jake1210 polycounter lvl 4
    More progress pictures, going to need to figure out the water a bit better so it doesn't look like snow in stills. Also need to figure out some scaling for things such as the barrels and boat.
  • Philipp_D
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    Philipp_D polycounter lvl 5
    Today I've finished my version of Meat Hook. In my work I've used Normal Map for some guidelines on details, but the final Hook contains only a Diffuse Texture. I did not bake any others maps like AO etc. for a  paint practice purposes and to feel that hand painting mood.
    Soft used: 3ds max, Zbrush, Substance Painter, Marmoset.

    Beauty shot:

    Rotated a bit:

    And a turntable: https://www.youtube.com/watch?v=SxMr_0F0EAk
  • Bostvic
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    Bostvic polycounter lvl 5
    Dieedi said:
    Philipp_D said:
    Hi! I'm kinda newbie here, willing to participate in Handpaint part of challenge. Pls, correct me if I'm wrong - Handpainted means no additional maps included (normals, ao etc.) but the diffuse map painted by hand, right? =) Thx.
    I've the same question here :D 
    So I am just an amateur so take everything I say with a grain of salt, but I don't think it's necessary to ditch Normals or Ambient Occlusion. 
    If you look at this tutorial by Fanny Vergne, for example, she uses the normal and AO maps to add lighting information to her textures (I believe by overlaying them in photoshop).
    <img src="https://4.bp.blogspot.com/-5j46dwq0ln4/UjFL4VWIo6I/AAAAAAAAAMc/FUH7i9EwS60/s1600/prez_coal.jpg" alt="" title="Image: https://4.bp.blogspot.com/-5j46dwq0ln4/UjFL4VWIo6I/AAAAAAAAAMc/FUH7i9EwS60/s1600/prez_coal.jpg">

    (In fact I think World of Warcraft also do use Specular maps for metals armor, although I might be miss-remembering that.)

    I can only speak for myself, but I would struggle to interpret a lot of the shadows and highlights without those maps baked from a high poly model, particularly on textures that aren't flat. It also lends a lot of depth to the model if you use it as an overlay (using the RGB channels of the normal map can be particularly useful for getting directional light correct) And if in the end your normal map works, I would keep it on the model. Unless you're going for a more "painterly" style, I think it adds a nice level of "umph" to the model, but that's just personal taste, and there are plenty of artists on here who produce work far better than mine without any additional maps, so it's about finding a workflow you find satisfying.

    Also my WIP: I've decided to have a go at the Witch's Fortress of Love. I went for a more detail-oriented approach, which means I am placing every tile and stone by hand. Even using a curve modifier it's taking forever.

    I break up the monotony by painting a few assets in Substance Painter. I'm using a procedural material to grab the highlights from the curvature map and a Light mask generator to give directional light, which means I only need to go back and repaint a few small details. If I get time, I'd like to go back and repaint it all by hand, but I can already sense I've set myself an impossible task....
  • kadeschui
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    kadeschui greentooth
    Hey all, just dropping in to let you all know the new Voting Thread is up for the new Challenge: January & February 2019!

    https://polycount.com/discussion/207093/monthly-environment-art-challenge-concept-thread-january-and-february-2019/p1?new=1

    Swing on by and vote or post concepts for next month!

    kade
  • Zerogun
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    Zerogun polycounter lvl 9
    Did a lot of adjustments with the building. Finally getting that pastel color scheme I was going for.

  • catlady
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    catlady polycounter lvl 4
    Zerogun said:
    Did a lot of adjustments with the building. Finally getting that pastel color scheme I was going for.
    I like the sky and the pastel look, the only problem I see is that the color of the water doesn't look similar to the color of the sky. The sea is bright blue while the sky is cloudy and with faded colors.

    Here's where I am so far:


    I know what I'm about to ask seem like a stupid question but I really don't understand modular pieces when it comes to buildings that have both interior and exterior part and none of the tutorials I've stumbled upon explain this.
    Should I use the same piece with 2 different textures and thickness for the interior and exterior or should I use separate pieces?  All the tutorials I've seen show either one sided modular walls or pre-textures 2-sided walls so I don't know how to build my pieces. I've left so many things unfinished just because I don't understand this simple thing. Here's an example: https://i.imgur.com/4daBAIc.png Help would be very much appreciated and sorry if this isnt the right place to ask.
  • Dreyzie
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    Dreyzie polycounter lvl 3
    catlady said:
    Should I use the same piece with 2 different textures and thickness for the interior and exterior or should I use separate pieces?  All the tutorials I've seen show either one sided modular walls or pre-textures 2-sided walls so I don't know how to build my pieces. I've left so many things unfinished just because I don't understand this simple thing. Here's an example: https://i.imgur.com/4daBAIc.png Help would be very much appreciated and sorry if this isnt the right place to ask.
    This has always been a mystery to me as well. I think a very basic way to go about it is to use the same mesh with tiling UVs. And then assign separate material IDs on the sides that you want to be exterior or interior. When it comes to more complex buildings, I'm stumped. Most tutorials only cover one or the other, not both.

    As for your scene, It's looking good so far. I'm really liking the wood material on the docks. 
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