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 60:
- ENVIRONMENTS -
HARD SURFACE CATEGORY:artist:
https://www.artstation.com/artwork/k4ZRrx
HAND PAINTED CATEGORY:
artist: https://www.artstation.com/artwork/Dx2r2O
- PROPS -
HAND PAINTED CATEGORY:
artist:
https://www.artstation.com/artwork/mqEk3dHARD SURFACE CATEGORY:
artist:
https://www.artstation.com/artwork/nXW6OIf 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 my first pass at my low poly for the hand painter hammer!
ps. What should I do with details on the concept, if I'm not sure what it is supposed to be at all?
This is just a quick first draft I have a few questions i am not in the industry yet (hopefully soon tho) but because i dont have a lot of exp i dont know how many polys to use, I do not like the wood i have on it right now i think my Zbrush work is pretty poor and its showing in my normals but i was wondering if i should use actual geometry and model out the wood on the barrel. My current poly count is Faces: 4976 and Tris:9678. Any other suggestions are welcome! :]
And I really love environment art, so I choose a first concept.
I think it's quite interesting story. Maybe he is hermit, and love nature and all that stuff? Or he just work on that radio tower?
So I think there is some interesting ideas which we can play with.
And here is my blockout.
Good luck everyone!
P.S. I'm not English native speaker, so sorry for my english if there are any troubles.
This was fun. All Done in 3DS because I have no experience in Zbrush . I gotta try right?
Here is how I've planned the repeated parts:
There are a lot of props so I'm hoping I'll be able to get to those soon. I'll probably also want to make a tree to repeat and some nature-y props as well.
I'm looking forward to seeing more of everyone's work
So here's my blockout!
3D was made with Maya, and the render with Marmoset:
Think I want go give the room a go, made a quick ref board. though till be more useful when approaching textures, was thinking of doing stylized PBR.
working on the walls, while the texturing was mostly a test for using trim textures. looking at the result in engine has me wondering if I should pull back on the grunge in the materials roughness/normal to keep it closer the concepts texture style or keep it for a more realistic take on it. Thoughts?
just finished the blockout and turbosmooth everything
@icegodofhungary wow! thank you for the link, didn't know you can use trimsheet like that. I bet it will looking better if there are visible scratches. gonna use it in my next environment project
model
@MrBFox I'm curious to see what you'll do in the end. Watch out for your textures, we can see artifacts and deformations, on the windows especially.
I keep working on my scene, here is an update:
ZBrush and texturing part (began with the telescope and the carpet). I've modified a few lights/ materials too
Here is my progress of the scene any feedback is welcome thank you !