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The Bi-Monthly Environment Art Challenge | September - October (80)

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  • squarebender
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    squarebender polycounter lvl 3

    @PaulJChris

    Nice progress ๐Ÿ‘๏ธ Are you going to go realistic/stylized? Real-time?

  • SORENU
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    SORENU triangle

    Thank you for your feedback!

    @Esselle you're right, I did some test following Fabi_G's reference and it looks way better.

    @Fabi_G thank you for the paintover, it looks definitely better with this approach. I tend to be scared to add to much contrast but I think I'm learning a lot with this piece ๐Ÿ˜

    Your piece looks super nice, I love the spider webs in the corner! Maybe I would add some dust to the air

    @squarebender Thank you for your great feedback, breaking these smaller planes is a really good idea, I'll go for it. It's very fun to do handpainted style, to be honest, your work on the environment prompt made me want to try it as well. I think that as soon as I'm finished with the forge I'll go for the environment hahaha

    Anyway, I'm looking forward seeing more of your work ๐Ÿ˜Š

  • Esselle
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    Esselle polycounter lvl 10

    @squarebender Interesting to hear a contrasting opinion as I actually thought the contrary! The approach I followed requires many angles to be painted and then unwrapped so I was thinking that it might take a much longer time to complete compared to paint a trimsheet or paint from unwrapped uvs. I still don't know if I want to go realtime for this challenge. My goal was to get practice with sculpting, texture painting and render the final result as nicely as possible. When I finish I think I will try sketchfab as @Fabi_G suggested, but for now I first want to get the most out of the textures and static rendering

  • squarebender
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    squarebender polycounter lvl 3

    @Esselle

    No sweat! At the end of the day gotta do what you feel is right

  • squarebender
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    squarebender polycounter lvl 3

    @Fabi_G

    Very exciting to see how your environment is coming along! I really like how you've defined the vine in the corner. The cobwebs are blending in nicely as well. What were you thinking of adding to those? I can see you've added the details towards the upper side of the wall too. Lots of nice details coming in. In that last photo I did notice the paper on the wall seems somewhat reflective. I would imagine that material to be more matte. I think updating the windows with some color/glow could add some pop. Really great work!

  • Fabi_G
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    Fabi_G sublime tool

    @squarebender Thanks! Good point on the paper material - that definitely should improve ๐Ÿ‘๏ธ With the cobwebs, I thought of improving the textures overall , since I just mades some quick ones to build the material with. But maybe that's lower priority.

    Sweet atmosphere in the video and foliage looking good also ๐Ÿคฉ Maybe you could look into a vertex paint material with height/mask blend to paint in moss and sand? Plus some additional meshes on top. I don't know if the shader work is too much for this small a scene - on the other hand, you could reuse it in the future. Speaking of shaders, it could be interesting to add some slight material variation by a painterly pattern (world projected?).

    In any case, coming along nicely, keep it up!

  • Fabi_G
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    Fabi_G sublime tool

    Keep it up @PaulJChris! I would pay attention that the edges don't get too smooth.

  • squarebender
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    @atunnard

    Cool to see another person take a try at this environment! Nice job on your first trim sheet. Egg statue thing is looking very nice and it looks like you've nailed your proportions. Can't wait to see more. Good job so far!

  • squarebender
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    squarebender polycounter lvl 3

    @Esselle

    I'd say what youve got there is pretty solid! Sounds like you've learned some things you can apply to the next piece which is great too.

    @wrd0mth

    Whoa I didn't know you could do that heat wave effect with a shader. Very cool and the piece looks good with all the particles you've added. I know the challenge is coming up on one day left but would be cool to see the changes you talk about making. Good job!

    @creepyhooman

    Pretty insightfulto see a video breakdown of the technique you explained earlier in the thread. May have to use that some day so thank you for explaining that in more depth.

  • orangesky
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    orangesky polycounter lvl 2

    You all have done a great job and I am very happy to have seen the work process of all of you! Congratulations to all of you.

    Personally if I had participated I would have chosen the Dracula Hides scene.

    I have a question for you @Fabi_G, what is the workflow you use? Do you make use of booleans somewhere in the clock or chair?

    When is it good to use booleans? And if they are used what is the process of cleaning up the mesh so that the model is not a mess?

    Thank you very much to dispel my doubts!

  • orangesky
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    orangesky polycounter lvl 2

    Hiย @orangesky, didn't use boolean operations when creating the assets. Other than the sarcophagus (sculpted, subd modeling), It's mostly box modeled lowpoly meshes modified to have rounded/beveled edges (bevel modifiers + faceweighted normals in Blender). This shading was then baked down to the lowpoly. The benefit of this approach is that it's pretty fast. In some cases an instance of the same mesh can be reused as lowpoly (just without the modifiers). Surface details are then added during texturing.

    Hi @Fabi_G!

    Thank you very much for your answer. It is a clever way to get to a great result by making use of the Bevel and WeightedNormal modifiers and then baking the hight poly to the copy of the model that has no modifiers.

    It also occurs to me that similar results could be achieved without baking, just making use of Bevel and WeightedNormal by using one or two segments on the sharp edges and using the resulting model as the final model, the only drawback is that it would add extra to the poly count (nothing to worry about nowadays).

    A good case to use booleans would be when prototyping complex shapes or breaking up a mesh with insets/cutouts. To end up with a nicely shaded mesh (to bake down or to use as is) one can go a lot of routes, depends on the case. One could either process the new edges with a modifier or use autosmooth with a fitting threshold to get hard edges at the cuts. If going for a sub-d mesh, either apply the boolean operations and manually clean up the topology or rebuild a clean mesh on top of the boolean prototype. There is also the method to remesh the boolean result and polish the edges, this requires high mesh density (and high resolution input meshes for curved surfaces to avoid faceting), I see people doing this in Zbrush. That's what came to mind, I'm sure there is more ways to incorporate boolean operations in ones workflow.

    I recommend to research the background of similar models to what you want to do. Maybe the artists shows some progress pics or describe their progress from which you can learn about their workflows. Check outย Franky Poligons Sketchbookย for some well written examples.

    Good luck!

    Thank you very much for this information I like to know what other talented artists like you or any other user who has participated in this challenge think.

    Spectacular resource Franky Poligons, what a lot of problem solving you offer, very useful, saved in my artist's journal to refer to whenever I fall into the vicious cycle of doubts.

  • Fabi_G
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    Fabi_G sublime tool

    "It also occurs to me that similar results could be achieved without baking, just making use of Bevel and WeightedNormal by using one or two segments on the sharp edges and using the resulting model as the final model, the only drawback is that it would add extra to the poly count (nothing to worry about nowadays)."

    True! My thinking is, when I already decided to use a unique texture set, I want make best use of the "storage", hence baking down the edges. If an asset was created with the use of tiling textures in mind, I would certainly consider using bevels + fwn. Another option would be to bake down some trims and map UVs to those to further optimize UV space. As so often there are many ways to do a thing ๐Ÿป

  • atunnard
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    atunnard polycounter lvl 5

    Not really finished but putting this piece down for a bit to work on other things before adding some final touches.

    @creepyhooman Nice job, I really like your moss texture.

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