Hey everyone, I'm excited to bring you the Bi-Monthly Environment Art Challenge for the months of July and August!
The challenge is open to anyone interested and at any skill level. Remember
if you don't finish in the time allotted, just keep plugging away and
post when your work is finished. We want to see your work! So keep going and finish
those pieces!
Before we begin, one last thank you to @alytlebird for hosting these challenges for the past year and a half! The time you dedicated to hosting these challenges across those many months is most appreciated.
With everything out of the way it's onto the challenge!
Please read all the rules before starting:
- Try
to post at least 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 to finish as much as you can in the time frame provided, but remember even if you don't finish by the end of the challenge we encourage you to keep pushing and finish your piece!
- Post
what you are working on in this thread so that way it's a more
centralized place for advice and critique. Please avoid creating a new thread as we don't want to spam out the forums.
- It
is recommended to use a game engine to present your work. Unreal Engine, Unity,
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)
- Feel free to change up your chosen
concept a bit if you want! Interpret these concepts to your liking,
especially if your aim is to add storytelling elements.
- If
you finish your project and decide to post it to Artstation, make sure
you give credit to the concept artist in the form of a link to their
profile. Additionally, it is recommended to ask a concept artist for
their permission to post a 3D piece based on their work before doing so.
Recommendations:
- When you are just starting out making a scene, it can seem complicated or imposing. Take your time planning and blocking out, it will set you up for success later on.
- 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, don't be afraid to make it your own.
- 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.
The goal is to learn and grow both artistically and in your ability to both give and receive critique, but don't stress about it and remember to have
fun!
Good luck!
Replies
Worried even with the fairly heavy sphere I don't have enough geometry for the smaller circle details, but maybe I just take those up in texturing?
I chose the 'Cursed Bard', since I'd hoped it'd be in . Here's my blockout so far, not sure on the width of the room really.
Tons of forms on this one, here is my progress screenshot.
@Astronaut I think it feels great so far! I think any noisy feelings on that side will be balanced by the right when you get the windows and anvil in place near the chair. The door and the chair are the two focal points so having them a bit more noisy with the middle ground being the area of rest isn't necessarily a bad thing.
@elfennani i'd suggest try making as many things modular as you can, that'll speed up your time, but also making a really thorough blockout will help you in the long run so you have a good base to work from
Debating on if I should do the rear side, or just move into materials. The concept art is super low-res for the back. Only thing I can make out is what looks like a DJ turntable with turbine fans and some more wires.
I think I am done with geo at this point, need to take a few days to think about how I am going to texture this.
Anyone else got any updates?
@particleman1010 Looking good!, Textures should be kinda fun in Substance.
- I discovered that scaling down the diameter of my cables really makes the scale of the scene better. Maybe consider making the cables finer, and more of them, to really make the rest of the objects look larger and more solid.
@particleman1010 your model is looking amazing! Quick question, any particular methods you used for matching the part sizes of the concepts? Only having a perspective view always gives me a tough time.
I use a lot of thought experiment tests, like if this object is this size than these things would be true, etc... Helps to constantly keep the perspective viewport moving so you don't get locked into a static screenspace and unintentionally introduce z-axis anomalies.
Excited to see what you make, be sure to post some progress shots.
I have already learned a ton about improving my scene management techniques, and am using this exercise to learn how to use trim sheets correctly. I honestly don't know what I am doing with them. I am also trying a hybrid texture/material workflow for the first time that uses some bake-downs, but other objects that are just low-poly-baked, and others that are just trim-sheet materials.
I am hoping I can do all of that and have it work without the materials looking terrible, so stay tuned. Materials and lighting are not strong areas for me as an artist, so I am hoping to make some strides there as well.
Don't be afraid to put those screenshots up so we can see how you are progressing, this is about community.
I'll be happy to give some feedback for other participants, but right now I feel it is too early to do that, as many things will be subject to change anyway. It will be cool to observe other people's progress, everybody are having a good start!
I don't know if you're planning to do it anyway, but it might be good to play around with the colors of the monitor readouts/desktops. Right now its very monotone across all of them so making them have some variety, or even variety in the larger monitors (like in the concept) with blues/reds should make each individual screen pop a bit more.
I'd actually say you should deviate from the concept to fix the sails, rigging, etc. In the concept it's easy to overlook since it can only be seen from a single angle but since you're translating it into 3D those problems are going to be compounded. Don't be afraid to try something different from the concept if it's going to result in a better end product!
@Pinkfox Thank you for the advice! I'm also thinking about it because if everything will go well I'm planning to make a short video or mini game in Unreal, so sails should be functional.
-Can't go crazy though, I want to keep a limited color pallet for mood.
@Tnnv - I think your're right, but I'm not going for military. I think I'll change it to something a little more "punk".
Also found this link highly inspirational: https://80.lv/articles/designing-a-realistic-coding-desk/
@Pinkfox Thank you for the advice! I'm also thinking about this because if everything will go well I'm planning to make a short video or mini game in Unreal, so sails should be functional.
Started today, here is my blockout. @reedcsy fancy showing us some of your props?
Color helps me block out shapes better, still a good amount of adjustments to do in terms of silhouette of each prop, but that seems to always be a thing that improves as you go. And some things are straight up missing, but hoping to get more in this weekend. Pretty tired this week.
I also think it is a great chance to work with Unreal water and volumetric clouds.
The props workflow is Maya > Zbrush > Substance Painter
I dont mess with SubDs at all, I just smooth / detail hardsurfaces in Zbrush.
@particleman1010 looks great, really detailed I'm looking forward to seeing how you texture it!
@reedcsy You move fast! Looks great, really atmospheric.
Finally done with the blockout and composition of the scene. Decided to take inspiration from multiple different concept arts. Critiques are super welcome. Thanks!
Looking good!