Hey everyone! Welcome to the 85th edition of the 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:
Solasta Crown of The Magister : Winter Update by Karine Villette
STYLIZED ENVIRONMENT:
Underwater Dungeon by Rach Alderson
https://www.artgram.co/a/underwater-dungeon- PROPS -
HARD SURFACE PROP:
Tools for the Cockroach Hunt by Verena Lehner-Dittenberger
https://www.artgram.co/a/tools-for-the-cockroach-huntSTYLIZED PROP:
Crash Bandicoot 4: Props by Khoa Viet
https://www.artgram.co/a/crash-bandicoot-4-props- 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 something like Artgram or 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 everyone!
Replies
Blockout in Blender:
in UE:
iv been working on the walki talkie
modelling in maya and texturing/rendering in marmoset, just adding in base materials first, still need to add in more details
And here are some wirey screenshots
Now, onto some texturessss!
And here is the low poly wireframe and my UV layout! The final asset comes to 5000 tris.
Thanks for takkingg a look!
I continued some on the magic hall. Created a trim atlas to map UVs to, which I want to flesh out further (iterate shapes, sculpt, texture). Large areas will be covered with tiling textures. Created a simple lamp blueprint with light parameters exposed.
Currently the pillars use a boolean modifier to cut one segment in shape, which is then used by a circular array.
Have a good week!
Here is my first pass of some texturing up on Sketchfab so it's easier to give some feedback if you would like!
To answer an earlier question, I've just got my textures on a 2k texture sheet.
Continued working on the magic hall scene. Created a statue, sculpted a rock module, reworked the trim sheet, started another texture set.
Things to do: finish texture sets, add more decorative elements, damage pass, adjust lighting, do a short flythrough clip.
Don't know how much more time I can put into this. Happy to hear your thoughts/ suggestions.
Have a good week!
Would love some feedback.
Curios About the Critics and suggestions .
Thanks.
I decided to make the lantern too. Not finding a ton of time to work on it, but got the highpoly done so far. I wasn't really sure from the images how that hinge on the back plate worked - seems to be drawn different between the images - so improvised a bit on that in a way I thought made sense.
@Aaditya Looking at the torch, I think the edge wear is a bit uniform, like the edges are highlighted equally all around. Maybe masking off the effect in areas or have it effect only roughness.
@pixelalpWhile I think the interpretation of the back looks good overall, I would be cautious that the size of the elements is consistent across the model, as the lower back latch detail (small screws) gets close to too small territory imo.
Keep it up, looking forward for updates!
This is what I have so far, some high poly skulls and have been messing around with how to make some cool looking fire.
I decided to work on Rach Alderson's dungeon concept, as I've been meaning to build my experience with a more stylised style compared to the realistic style I frequent.
Lastly I don't feel like I am taking renders at the protfolio level. Do you have any suggestions to improve it?
Keep it up!
I am currently doing everything high poly with SUB-D in mind with no poly limit for VFX (or cinematic LOD). Then with time I shall do a Low poly version to make a bake across. I'll focus with good topology quad conventions for the SUB-D first. I shall with more time and dedication look at some posts tomorrow for feedback as It is quite late and I should sleep.
Probably could have used more geometry on some of the rounded bits. It's a bit blocky still in some spots - I think maybe I'm worrying way too much about poly counts still for more modern stuff and presentation pieces? I dunno... I tried to be a bit less finicky with this one. Could someone share some advice on that topic? I've taken a long break from 3D stuff and I feel like I'm still kinda working off limited knowledge from 2000-2010, (and also working on a computer from around 2013, so basing performance off those specs lol). This is about 10k tris. Would I be okay with going higher than that if this was meant as more of a first-person piece? What if it was more of an environmental asset? I know it's highly dependent on the type of game / context of the asset, so maybe the question is a bit silly... I guess my question boils down mostly to, is the technology now better to the point that poly counts are of significantly lower concern than they once were? Am I wasting my time by trying to knock down my polys to the absolute minimum? Should I just not worry about the extra 1-2k or whatever triangles and smooth out all the curves and edges?