Hey everyone! Welcome to the 86th edition of the Bi-Monthly Environment Art Challenge for the months of September and October!
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:
Green house from Halo by 橄榄油
STYLIZED ENVIRONMENT:
废弃项目01 by sleepy pang
- PROPS -
HARD SURFACE PROP:
Kizazi Moto: Stardust by BDWY .
STYLIZED PROP:
Architecture & Props Design by André Leroy
- 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
Blocking out of the scene in progress:
The only problem is I have over a hundred pieces already, and I don't know if I have enough steam left in me... well, one step in front of the other I guess, and without thinking any further than that xD
An interesting thing to notice is that, because of the orthographic view from the concept, in order to have the diagonal stones appear of the same size, it means they actually need to be modeled with different sizes - below the orthographic view next to the top view of them:
so by doing that I might have committed a lot to this single view, but I'm ok with that.
Anyway, this was inside of 3ds max where I'm comfortable with, I know only the very basics of zbrush and I'm not that good at sculpting so the real struggle begins now... I hope it won't turn out too stressful lul
Well, I outed myself. I guess I have to post mine now.
I did add a handle and a chain with a latch kind of thing, thinking about how to make sense of that side panel.
Love how it is turning out! How did you sculpt the terrain? It is something that I struggle with quite often.
The only thing that I would suggest would be to darken the edge ever so slightly where the damage is, and that is me being nit-picky, overall liking the texturing, that bit of grunge at the top opening is nice.
Curious to see how you plan for the fire and smoke.
Finally found time to do something for this challenge too. As always, very interesting to see different interpretations of the concepts. I went with the oven as well, and attempted a cartoony style. I didn't quite know what some of the element were supposed to be and just tried to make it look reasonable. Interpreted the red tubes as a support structure that was added later, the appendance attached to the chimney as a handle, and the plate on the left of the body as some element to one hang tools from or put a clipboard down.
Started with a blockout. Then was unsure whether to just make a mid poly and map the UVs to an atlas, or create a unique texture. I decided for latter for the oven. Bolts reuse UVs/texture. For the logs and fire created some atlas in Photoshop.
blockout:
textures:
Model on sketchfab:
model
Surely I can make the textures more interesting. And the fire too. Everything really
edit: updated topology for cleaner bake, straightened some UV strips, slight tweaks to textures
Love how it turned out! It looks almost an exact match to the concept art, which can be tricky most of the times. Great texturing and modeling job!
@StykaSmith cool model, would like to see some breakdown of it, like UV layout and texture resolution.
See you in the next challenge (hopefully)
model