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The Bi-Monthly Environment Art Challenge | July - August (79)

interpolator
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Pinkfox interpolator

Hey everyone and welcome to the 79th Bi-Monthly Environment Art Challenge for the months of July and August!

This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful feedback along the way so everyone can come away from the challenge with actionable points on which they can improve their craft!

Anyone is welcome in this challenge no matter your skill level! It's a test of your own ability not a competition between members. We're all here to improve as artists and learn from each other.

- ENVIRONMENTS -

HARD SURFACE ENVIRONMENT:

Wind Harp by Jean Chevillard

https://www.artstation.com/artwork/L3zZRP


STYLIZED ENVIRONMENT:

Gods will fall -Enviro art exploration 02 by shaun mooney

https://www.artstation.com/artwork/nYAVG9


- PROPS -

HARD SURFACE PROP:

Birds & Biolabs by Pavel Lisiy

https://www.artstation.com/artwork/B3WRam


STYLIZED PROP:

MH..unknown project 2015 by Hwanggyu Kim

https://www.artstation.com/artwork/ZGkWw8


- RULES -

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 for example.)
  • 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

  • Pinkfox
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    Pinkfox interpolator

    @Fabi_G Excellent work on it! With the trimsheet you created it seems like it would be easy for you to create plenty of variations with just that one texture set. :D

  • Finnn
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    Finnn polycounter lvl 5

    Good job on the container. Clean baking results !

    And awesome to see some scripting here aswell. You can optimize the script performance-wise by combining the two for loops since you already iterate through the same list in the first loop. It should be possible to select them already in there. You can also remove line 11, because you already did the same in 10.

    Also, its awesome to see a fellow artist from Hamburg here on the forums! :)

  • Fabi_G
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    Fabi_G polycounter

    Appreciate the feedback 🙏 Maybe I'll find some time to build the other container too (and potentially expand the atlas).

    Thanks a lot for pointing it out, makes sense! Yeah, nice to meet a fellow hamburger on the forums cheers 🍻😀

  • simonBreumier
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    simonBreumier polycounter lvl 2

    @Fabi_G nice! It's cool to see how you managed to texture this with a simple atlas.

    Regarding the textures maybe you can push the sci-fi/tech aspect of the prop by adding some patterns on the glass (such as what's done in the concept).

    Things like these maybe: https://img.freepik.com/premium-vector/vector-illustration-abstract-vitrage-background-decorative-stained-glass-pattern-design-poster-cover-flyer-brochure_620329-582.jpg?w=360

    or this: https://www.delawareglass.com/wp-content/uploads/2019/01/Pattern-Glass-2-2.jpg

    Maybe not much varying the glass normal but more the opacity/roughness

  • SimonKl
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    SimonKl triangle

    @Fabi_G Looks neat! Such a nice workflow, I already see I can learn tons from you guys. I agree that a little bit of mist or condensate inside would make it feel more alive.

    @atunnard Really cool so far, I see you changed the color tone a bit from more blueish to greenish which I like. 2 minor things I noticed:

    1: The first part of the bridge looks like it's not connected to anything and should just fall off - maybe if you add some supporting structure or rock underneath it already feels more believable.

    2: This might just be just me but compared to the concept art your stone towers feel way less massive and not as integrated into the strong cliff in front of the bridge. If you look at the concept you can see that nice contrast between a pretty massive feeling cliff and a rather fragile bridge - the thinner towers you created make the whole scene feel like it could collapse anytime soon.

    Sorry if I am overinterpreting things from the concept art - I am really new to giving feedback.

  • Fabi_G
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    Fabi_G polycounter

    Appreciate the feedback people 🙏

    @atunnard @atunnardNice progress! From this perspective the foggy background already works quite well 👍️ Maybe it's cool to have the camera slightly more rotated down to match the concept even more.

    I think the pillar in the middle of the passage currently looks pretty straight, maybe some slight taper towards the top and subtle offset and variation between the segments would make it look more natural.

    SimonKl makes a good point about the towers looking a bit fragile. A solution could be to add a solid core in the middle, so instead of being hollow structures, they become solid Blocks with carved in cavities. In the end it's up to you how close you want to stay to the concept ofc.

    Keep it up 🚀

  • Finnn
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    Finnn polycounter lvl 5

    Hey thats a good start. I feel like compared to the concept art, your proportions are a bit off. Like Simon mentioned, everything looks less massive and heavy. Try to add some thickness to the pillar and the bridge. Maybe also adjust the camera to have the same perspective as in the concept, that might make it a bit easier.

    Other than that, I really like the fog. It already looks very similar to the concept art. Also the texturing looks good already.

    Good luck on the challenge!

  • vladorales
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    vladorales triangle

    Just started this week. Working on getting the composition right.

  • Pinkfox
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    Pinkfox interpolator

    @vladorales Like what you've got so far! The close up elements feel really good already both in shape and scale.

    I would say for the island behind though that it's too close. Try pushing it way back and then scaling it accordingly. You want it to feel closer to your horizon line.

  • vladorales
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    vladorales triangle

    @Pinkfox Thank you for the feedback! I have some more progress pics I'm starting to put more detail. Just need to model the harp and I'll be able to do a more detailed texture and decal pass. Please let me know what you think and any suggestions!


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