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 official options for Challenge 70:
Please read all the rules before starting:
-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.
-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.
-It is recommended to 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)
-If you want to change up your chosen concept a bit, then feel free! Interpret these concepts to your liking, especially if your aim is to add storytelling elements.
And here are some recommendations:
-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.
-We 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.
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!
Good luck!
Replies
The stylized prop doesn't seem quite as exciting as the others so I'd propose something with a slightly more interesting form, but I'll probably do the hard surface prop this go around so definitely disregard my suggest if anyone who plans to do the stylized prop speaks up. :P
I've retooled this thread to serve as the official challenge thread for this cycle! Only one concept changed from the original suggestions (the stylized prop, big thanks to @Pinkfox for that).
Looking forward to seeing what everyone makes over the next couple months
@miriuk It's likely that it has to be manually updated and the people that have the ability to change it just haven't thought about that particular button at the moment. It is stickied in the "3D Art Showcase & Critique" section so it should be easy to find there in the future.
Thanks
The main reason we have this format is because working from the same pool of concepts allows people to learn from each other by discussing their varying approaches to different elements of each concept. This also isn't a structured competition, no winners or prizes, just a challenge to improve our skills as artists, so the format supports that goal.
As far as the stylized prop concept, if you have any suggestions for concept art we could use in future Challenges, we have a voting thread that goes up a week before each new Challenge cycle where participants can post concepts they're interested in, and then everyone can vote on what they'd like to make. If you're around in late February, our next voting thread will be up and you can post there! Or if you have some other concept ideas you'd like to suggest now, feel free to PM me.
I have decided to do something very simple and straight-forward. I want to practice doing stylized hand painting in PBR with extremely basic sculpting with the aim of finishing it for a class demonstration. Because I do not have a lot of time in my hands, I wanted to make a safe bet to start to make something incredibly easy.
Currently, I am aiming to do blocking, the Next post I aim to have the models fully blocked out and ready to take into Zbrush. I plan to practice on the blocks/sphere first to try my best to get my stylized approach as close as possible to the concept while backing it up with some reference.
Funny that you only notice that once you try to make it 3D!
Then on some other parts I'm really impressed that the artist got the perspective just right like the boxes in the back don't overlap at all.
Very interesting experience so far.
Is that UE4? I like your rafters, they are wonderful.
It's My first challenge and I'm excited to start.
I'll go with Stylized Environment. Have a nice day everyone)
Hi guys. Finished modeling the building and the terrace. I decided to make the scene that will be seen from one angle, which allowed me to get rid of unnecessary faces outside the field of view and significantly reduce the space on the UV map. To further free up space for UV's, I removed one-half of some of the objects, also I increased the texel density of those surfaces that will be practically invisible, and straighten UV shapes were possible.
At this stage, I found one big mistake. I got too carried away with removing unnecessary surfaces and did not think about the fact that there will be the sunlight in the scene, which will give unnatural shadows if it is placed in the wrong position (there is light from the sun on the pipes behind the house, although there should be a shadow)
I tried to do a good job of reducing the number of polygons on the meshes, keeping their shape (5300 Tris).
Thank you.
@MikeKhine Looks good so far.
@PacoCasares Thank you!
Front
Side
Back
UVs
@ellis_3d Excited to see where you go with it!
@icegodofhungary Looking very nice so far! I especially like how you've captured the trusses so well, really sells the look.
The current blockout.
This evening I quickly textured some props to get a feeling on what style I will use for texturing. Not sure yet if I will go realistic or stylized. Anyone got advice on this topic?
I am feeling quite overwhelmed as I have never done a large project.
I decided to take part in this challenge. Here is my progress so far. I haven't made game ready assets before so trying my best to keep it low poly not entirely sure if what I am doing is correct or should I just carry on modelling high poly then work backwards and clean up/retopolgise?
Pinkfox, you did great job!
I try to did stylized prop. And learn blender at the same time. Wish me good luck!
This challenge cycle will end on February 28th, but everyone is more than welcome to continue posting updates if they work on their projects beyond that point.
Awesome, thanks! Here's where I'm at so far ...
Hey guys! Finished working on a high poly mesh of the house. Still need to create high poly for props. I try to stick to the Heroes of The Storm style. Deciding to get rid of surfaces that would not be visible in the render, I made a mistake. Because in ZBrush it made it difficult to work properly with high poly. Also, I should have done the UV after sculpting and retopology, as some objects have been changed and now do not correspond to the original parameters. Because of this, I wasted a lot of time.
I asked for help from an artist friend and he explained to me some points quite clearly, now I have a clear understanding of what to do next.
Have a nice day!