Thank you @another caveman, @lesbeth! Good start! You'll see, Unreal is really cool ^^ @MrBFox maybe the brass part could be smoother? Like:
And if you want to vary, you can look for some PVC reference for the purple part! The telescop's support is nice like that with just the right amount of mat and shiny
Brought the walls and floor into UE4 for a quick lighting test while still texturing the props. Will be getting more done tonight.
Also, does if the artists that designed the concepts were contacted a head of time for permission for us to use our work here on our portfolios? I'm probably going to personally reach out and ask for permission anyway, but just thought I would ask.
My Progress so far in Maya 2018 slow but steady. It's been a while since i've done any 3D mostly because i'm so afraid of being shit all the time. Forcing myself to at least try
@blot12345 I'm interested to know what specific method(s) you used for sculpting the handle and tuft shapes at the bottom of the handle.
Also, I spent a bit of time experimenting with what affect I want on the the lens of the telescope. I feel the third one best matches the overall artstyle of the concept. But any suggestions would be great.
@PastyPict I would lower the AO spread about 60 - 75% within this scene especially if its mostly baked lighting (if that is what you're using) if not, you should rely more on GI and shadows within the engine itself. The work is looking good Im liking the telescope. Do you have closeup shots?
More WIP. Just trying to whittle down the details now. The basic structure is done. Everything so far is done with trim textures but it's getting harder to come up with ways to add small detail with them. Something I have to practice with.
It's been a while since i've done any 3D mostly because i'm so afraid of being shit all the time.
Don't let your fears hold you back! You'll make things you're not happy with for a while and then one day you'll make something you're a little more happy with. Eventually you'll make stuff you'll be mostly okay with on a regular basis. Just keep going and don't let frustration stop you.
Finally finished this piece. First time doing this kind of style and I learnt a lot from it. Gonna have to participate in the next monthly challenge
Now that I completed it I could have reduced the tricount in a lot of areas but I think I will leave it at that and apply what I learnt in my next model.
Thanks. Yeah, it is baked lighting. I need to learn more about the how to use the lighting settings in UE4, which I aim to do some research on as I finish up the last four props. Also noticing issues with the shadows at the feet. Not sure what would be causing this, but I guess I will just have to experiment with the lighting settings.
And yeah, here are some close up shots of the telescope along with an update shot of the whole scene.
@PastyPict Love how the telescope came out really nice work. For the Shadow/AO bake, try lowering the "Spread" and for the feet/base, I see the weird shadows, do you get any errors when baking the lights, etc?
Sorry I took a bit of time away from uploading my. Annoyingly my boot drive died, but I'm up and running again, and have managed to allocate enough time to finish the project within the month. Any last minute feedback would be great
My own feedback for myself is the AO spread is still maybe a bit too much. Still learning about lighting in UE4, so hopefully I learn more about that in the course I am doing.
Also, I don't know about anyone else who did this scene, but for me the most challenging asset was the rug.
@Decordova360 My computer was out of commission for a bit, so I didn't get to respond regarding the shadows and light baking. I reset the light settings under the World Settings in UE4, and increased the lightmap resolution to 1024 on some of the objects, namely the the walls, floor and carpet which helped the the shadows for the telescopes legs, and a lightmap error on top of the wall.
I've just started a lighting fundamentals course for UE4 on Pluaralsight, so hopefully I'll learn more lighting setups.
@catlady Looking nice. The only things that jump out at me is that there are no sketches on the paper on the desk or walls. I'm assuming that's one of the final touches you are working on, but just in case I thought I would mention that while they are ambiguous, it adds to the environmental storytelling. While the rug texture works, it's a little muddy due to how blurred the texture is.
This last thing is just me being really nit picky, but the rug's tassels seem to end at the exact same length, and is quite obvious on the left side of the rug. I think having just a slight bit more variation on the length can be one of those things that is subtle but effective. At the moment you could draw a perfectly straight line parallel to where all those strands end.
@PastyPict thanks for the feedback, it was useful. I'm calling this done now. Proper renders and uploading to artstation tomorrow, but for now here's the result:
@Joseph_A_Gagnon I don't know how much of my feedback you already know since you said you didn't have enough time and are not new, but I will try to give useful feedback anyway.
The edges of of your meshes, most noticeably the walls and window geometry are very harsh. I would suggest making a high poly version with nice edges and baking the normals of those edges down to the low poly's UVs with padding.
The normal map looks maybe a tad bit too strong on the walls.
Since you have aimed for a generally more realistic artstyle, I would recommend adding texture for imperfections. Whether if be damage to the material with decals or edge wear for material blending, like adding dirt or something. I think to add some interest there should be at least varying roughness values.
I feel like your lights are not bright and close enough for the sharpness of some of the shadows to make sense. Even if you don't use Blender, I would suggest watching the lighting series the Blender Guru YouTube channel. He goes over some lighting theory and different things to keep in mind for digital lighting and the general settings you are likely to find across most software.
In the last picture, there seems to be some kind lighting artifact on he floor where it meets the wall under the windowsill. There seems to be a harsh shadow line from something running past the telescopes leg, transition into into a shadow of some rectangular prism, but don't see what could be casting that square shape of a shadow. It doesn't seem to connect to anything. And at the wall under the windowsill, the shadow for the legs of the telescope very light on the floor connecting to the wall, and once on the wall are suddenly very dark. That doesn't make a lot of sense.
The last thing that's a little nitpick is if you look at the diagonal beams under the desk, the wood grain is not running parallel to the shape of the beam itself. Would grain generally does.
Replies
This actually is the final form of my take, hope you'll like it Really enjoyed to work with this beautiful reference!
@Alahyla Thank you!
At first, I thought there was a lot of bloom, but it brings a particular atmosphere, like a souvenir. Feels very dreamy!
Uploaded on my portfolio too: https://www.artstation.com/artwork/8low5x
I'm using this challenge as an opportunity to build a scene in Unreal for the first time, as I usually work with Unity
@MrBFox maybe the brass part could be smoother? Like:
And if you want to vary, you can look for some PVC reference for the purple part!
The telescop's support is nice like that with just the right amount of mat and shiny
I just found this, and I know this is June, but can I still join in?
https://www.artstation.com/artwork/oOd1b4
I would lower the AO spread about 60 - 75% within this scene especially if its mostly baked lighting (if that is what you're using) if not, you should rely more on GI and shadows within the engine itself. The work is looking good Im liking the telescope. Do you have closeup shots?
Hope to finish up the texturing within the week and then get started on the latest Artstation challenge.
https://www.artstation.com/artwork/Pmbb3o
Now that I completed it I could have reduced the tricount in a lot of areas but I think I will leave it at that and apply what I learnt in my next model.
Added in the window frames which reused the trim texture for the floor And added a few more props, Just have the smallest props to do now.
Love how the telescope came out really nice work.
For the Shadow/AO bake, try lowering the "Spread" and for the feet/base, I see the weird shadows, do you get any errors when baking the lights, etc?
https://www.artstation.com/artwork/58O0lz
This is where I'm at the moment, any suggestions/crits would be welcome
https://www.artstation.com/artwork/rRByNe
would love to hear what you guys think
https://artstn.co/p/OyJrby
Please come over to the new Voting Thread for July and August and submit your suggestions for the next Challenge and vote!
https://polycount.com/discussion/212389/monthly-environment-art-challenge-concept-thread-july-august-2019/p1?new=1
https://www.artstation.com/artwork/4bzAP4
While the rug texture works, it's a little muddy due to how blurred the texture is.
I'm calling this done now. Proper renders and uploading to artstation tomorrow, but for now here's the result:
https://polycount.com/discussion/212389/monthly-environment-art-challenge-concept-thread-july-august-2019#latest
kade
https://polycount.com/discussion/212596/monthly-environment-art-challenge-july-august-2019-61/p1?new=1
Please head on over and get started for those of you celebrating this US 4th Holiday
thanks,
kade