Welcome, all! Time to kick off the next Monthly Environment & Prop Challenge for 2019!
Thanks to all those who voted for this Challenge - it's always more fun when the community chimes in!
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 59:
- ENVIRONMENTS -
HARD SURFACE CATEGORY:
artist:
https://www.artstation.com/artwork/N552gJ
HAND PAINTED CATEGORY:artist:unknown
- PROPS -
HAND PAINTED CATEGORY:
artist:
https://www.artstation.com/artwork/vvyOYHARD SURFACE CATEGORY:
artist:
https://www.artstation.com/artwork/ZJwd8If 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
Decided to start breaking down the items down to each part,
I wanted to leave this here in case anyone else is missing or adding anything new since while it looks simple theres a lot of eye into each detail!
It's my first time doing this kind of challenge, I look forward to seeing other people's work!
I plan on posting a block out later this upcoming weekend!
edit: forgot to mention but I'll be making a stylized version of the cart so it'll have more exaggerated parts!
For the hardsurface environment, the link below the concept doesn't seem to be the good one.
So I've tried to break down the scene into two parts. Green for modular elements, these also have simple geometry. Red for unique assets, these also look more complex.
I have a couple of goals for this project:
1. To meet the brief and recreate this scene
2. To keep the amount of assets in scene to around 15 (which i think is reasonable)
3. To extend the scene into a circular room with my modular assets, providing i have enough time.
kade
So I've just started blocking out the main shapes of the hardsurface environment. Might have to figure out if I just want to do a round room where the same elements repeat, or design the area outside the camera frame as part of a larger environment.
Hope this helps and sorry for the long response. Looking forward to the work submitted.
For the thickness of a gun I would look for a cylinder at the gun (normally I use the bullets), from this you can estimate the thickness.
In this case I would use the red part in the middle of the gun (and the are behind it).
I pick the hard surface environment challenge with the focus on using a mid-poly workflow for it (so no unique textures, everything should be textured with tilling textures and floating decals).
I started with the machines because I think they define the size of the rest of the room.
The rough blockout was quite complicated due to the lack of different viewing angles.
Edit: Did some corrections thanks to the feedback from my awesome girlfriend.
The sizes aren't 100% right yet, but I think it's a good start.
for this update I detailed a little bit more the big machines, they should only need a little bit more small details and I can move on to detailing the other elements.
Here is my progress so far for the blocking.
@jeffry For the thickness, I started with the cylinders and handle and just kinda went from there. be careful you don't go too high poly at the start, it will make things harder to adjust if things don't line up the way you expect.
Here's the wireframe, it's a bit of a mess at the moment, most of it is still low poly. For the renders, I used blenders bevel shader. The welds are just cylinders with a displacement modifier. I'll probably switch out the texture for something that looks more like welds but it works for now.
Still working on my scene, I added many things and have even more to come!
@Linkiel Loving that scene so far!
I'm going to call it done for now, I used a trim sheet to texture wall, roof and floor elements, something I hadn't done before and wanted to use this scene to test out that technique.
Didn't go into too much detail for the objects so they don't look that great on close ups.but rather focused on getting it looking good from the main camera angle.
I used a lot of references from mass effect andromeda for the feel and lighting of the scene.
Modeled high poly in max, then baked using a plane as the low poly in substance painter to get the trim texture.
Also thank you @Waltz for the displacement modifier tip, I used that for the welds as well, really nice way of doing it.
I couldn't figure out the texture on the grip and the red cap was tricky for me to figure out. Either way I learnt some new tricks with Substance Painter and texturing in general so it was time well spent. Can't wait for the next challenge, hopefully I'll get it done quicker and better. Rendered in Marmoset (also another program I'm just getting familiar with)
https://polycount.com/discussion/210844/monthly-environment-art-challenge-concept-thread-may-and-june-2019/p1?new=1
Head over and vote for/submit your favorite concepts!
kade
Hi guys, kinda late to the party, but heres my take on the gun
hopefully I can finish the texture on the weekend
Any feedbacks are welcome.
You can see more here: https://www.artstation.com/artwork/OyXq0e
Wow! @Linkiel you really went all in on the modeling - the attention to detail with all the props really shows. Nice work
Just dropping a line to let everyone know the new Challenge Thread for May and June is available here:
https://polycount.com/discussion/211086/monthly-environment-art-challenge-may-june-2019-60#latest
so here goes:
more on my artstation
artstation
https://www.artstation.com/ben_bh90