Welcome, all! Time for our first Monthly Environment & Prop Challenge for 2019!
Thanks to all the great suggestions for this Challenge - all of which were chosen by you guys and gals!
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 58:
- ENVIRONMENTS -
HARD SURFACE CATEGORY:artist:
https://www.artstation.com/artwork/Ozl2KHAND PAINTED CATEGORY:artist:
https://www.artstation.com/artwork/G2kEN- PROPS -
HAND PAINTED CATEGORY:
artist:
https://www.artstation.com/artwork/BnJ3lHARD SURFACE CATEGORY:
artist:
https://www.artstation.com/lapo21If 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
here is the part I am concerned about, and here is the how i see it -
I think its fine, it reminds me how some of those fancy door knobs look
Modeled with a flat circle top and bottom, extruding four edges around the curve and using a solidify modifier for the thickness. With the solidify modifier it's very easy to go back and edit.
I just did a quick blockout of the hard surface environment. Just getting some of the larger proportions right before I start going into the details
Thank you for your feedback! It is a good idea And very nice blockout you have going on there!
https://www.youtube.com/watch?v=iqQdverK7ak
I also create a new camera by going to the create menu. Then I select the panels menu in the viewport, go to the perspective submenu and select my new camera. Then I go to the panels menu again and go down to tear off copy. This gives me a new viewport that is only looking through the camera I created. That way I can go back to the original camera and place objects onto the scene and make small adjustments to my camera to match the perspective up.
If that is all a bit much just go with what he did in the video.
I also try to make sure I set up your grid for what engine you use. I use UE4 so 1 unit = 1cm. Getting the grid right will help with materials later on as well. Just go to the display menu and grid to change.
Hope some of this stuff helps.
here is my ArtStation Proflie: https://www.artstation.com/neelparekh
@Mossum I think mirroring the top part as Nerdicon3000 suggested would work well. Also the large red heart looks '3D' rounded out towards the camera and that area looks flat in your blockout.
While it may not qualify as hand painted, It would be interesting to see the red parts as gem/glass shaders.
Update:
I will probably end up thinning the trigger down. I'll also let Substance handle the screws along the handle as it'll save me baking them.
I built more around the trigger and added tapers to some areas to make them more interesting.
Everyone's work looks good so far, so I've not felt the need to critique.
@Gustavo_Elliott Your handle doesn't really look cylindrical, did you make it flatter on purpose? Good job on making all of it so fast, but if i were you i would take some more time on a couple of the pieces like the handle, to make them more interesting. Except from the working bits, all the rest should be interesting on their own. Steampunk stuff generally have ALOT of ornamental decoration on visual places
@AndySC That is a nice take on the top side, although you could also add some variation to all those cylinders you have there. Every cylinder has the same radius, so, adding some variation to the thickness and the radius would go a long way!
Everyone has made great progress so far! The critique I was going to mention has already been mentioned. @Neel_Parekh Nice start on the block out!
Edit: So I've run into an issue where My height map is displaying wrong in substance painter. it works fine in substance designer shown below. Does anyone know how to fix this?
If you use Marmoset youll have the chance to paint it out and avoid skew details like this one!
https://marmoset.co/posts/toolbag-baking-tutorial/
If he has Marmoset, but Im probably confuse to the question, @Larry Are you referring to the vents on the side or holes that are open with these parts
So you want the vents to appear realistically making it bevel or extruded inward. It would probably be best to model it in. If that is not an option, suggest leaving it a black albedo color with no reflection or microsurface detail and or Bake out a height map, and in whatever renderer, have the vents form base on height map.
Also where is it going to be rendered in?
For what i Understood you're trying to make a portfolio piece, so push it more with Uv Set then also with texture resolution, but if you're doing for game, you still need to ask yourself a couple of question, how big this piece is? Will the player ever see it? how far the player camera will be from the weapon? stuff like that...
Did you try to bake the AO, i think with that map that holes area will be pretty dark...otherwise you can model those as @Decordova360 suggest but it will be a waste of polys as
@Gustavo_Elliott my baking is perfect, i sculpted some pieces and just turbosmoothed others, not having any problems there.
@Lokthar i baked the AO from the high poly but still doesn't show up like a void in the low poly maybe i will try to paint on top of it.
@Decordova360 it's definitely gonna be on sketchfab, and in artstation. It would definitely be a hero asset, as all weapons are seen from up close. I made 4 set of uv's and made an atlas that will be at 4k, i'm pretty okay with the overall texel density and the shape of the weapon. However, i would like some critique on the texturing, i actually tried to texture it 3 times, since i'm really bad at it. At the moment i don't know how to improve it texture wise.Something looks off to me and i don't know what it is, it seems too flat, no?
Thanks
I actually textured it 4 times the past few days, asked for critiques,and ended up hating it ,but no1 really gave a helpful way to tell me what was wrong with my texturing.I got some discord replies that said it doesn't have enough contrast. So after going through it on photoshop trying to get a more visually interesting result, i ended up finding a really helpful trick. GRAYSCALE
Apparently all the colors trick your eye, so if you turn it to grayscale you can find a better way to understand which values can change to make it more interesting. So i ended up re-texturing it into this. No dirt pass yet.
This is the interesting part, and visual trick that really helped me get more values straight, and get better contrast.
coming back later with the dirt pass for s'more critiques!
https://www.artstation.com/daehongjang
I've seen a technique for creating Diffuse Maps in Substance Designer once, where the artist took the reference and lowered the color depth to a point where only very big shemes were visible. It is always good to try and see things from different perspective and scale. Observation is very difficult skill but also verrrry important. Remembering your idea for sure !