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The Bi-Monthly ENVIRONMENT ART Challenge | March - April (65)

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  • Will_Maccabe
    I just did a quick 90 minute concept of the steampunk barman painted over the bar render, as it is at the moment. I quite like this direction.




  • Will_Maccabe
    Today's session was about the barman (he is my star prop).  I made him from a base mesh head i made so the process was pretty quick (I still had to model the body). So far I baked the normal maps and started to lay down some colours in the diffuse.  In the next session i will finish the texture including hair cards and make a simple rig to pose him. 

    Here he is placed into the scene so I can get a feel... 

     
    And here are the high poly sculpts, done pretty quickly as this is the environment art challenge.

  • zachagreg
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    zachagreg ngon master
    @Dinka This is coming along nicely, I might suggest making the roof tiles a bit larger they get noisy from this distance from the object. Lighting is flat at the moment, other than the obvious composition focus there isn't a lot of focal point in the lighting or contrast.

    In the concept you can see there is a fairly dark foreground and a bright light source coming from the upper right and leading towards the ship which is almost entirely lit by the interior lights leaving very nice shadows on the exterior hull of the ship and crevices. Toning down your ambient lighting and increasing that interior lighting will bring you a lot closer IMO.

    The left most pillar in the background is nice but I would lighten up the area to the immediate background and right of the ship as they are getting dark and don't lend themselves too well to atmospheric perspective.
  • teodar23
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    teodar23 greentooth
    looking good guys!
    i procrastinated (still haven't started the actual modeling of the assets) some outer map assets, specifically some domes in the near and far vicinity and also some quick mesas.
    not sure if they fit the overall concept, tho...
  • CluelessDoodler
    Rough blocking of telescope, will be adding details after doing some final tweaks. Hopefully I will be able to finish this by April, critiques and comments are welcome!
  • Dinka
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    Dinka keyframe
    Thank you for the feedback @zachagreg ! Received similar critiques from others as well, and tried making improvements based on them :) here's what its looking like at the moment. Tested different leaf colors on the trees but havent decided yet what im going to go with. This green is looking better with these color light adjustments in my opinion 


  • Will_Maccabe
    I think I will submit my environment at this point. I spent all the time i have available for the challenge and need to move on to other projects. There are some W.I.P. shots earlier in this thread.

    Steam Punk Restaurant. 

    Concept by Joan Pique Llorens: https://www.artstation.com/joanpiquellorens
    3D Environment by Will Maccabe. https://www.artstation.com/willmaccabe  or my portfolio website:  willmaccabe.art

    Software used:  Blender, SketchBook Pro, GIMP
    Rendered in "Eevee", real-time renderer in Blender.

    Concept Art by Joan Pique Llorens.


    3D Environment by Will Maccabe. 


    Animated viewport states with wires...


    Other shots of the environment...

















  • riceart
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    riceart polycounter lvl 7
    @Dinka, this concept is massive amount of work. You did great on this.
  • Dinka
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    Dinka keyframe
    @riceart thank you so much! :) yeah it sure was a lot of work, but kept putting in the hours
  • zachagreg
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    zachagreg ngon master
    @Dinka I love the changes you've made. Very true to the concept art. The only area I think you may need adjustment is color grading. Just that last touch of color to unify the piece and bring the mood home. The concept has a slight green tint to it. Almost forest green I would play with that and see what you can come up with.

    I am seeing the green in the foreground which is good but extending the color grading across the scene would benefit it IMO and give it that fanciful fantasy mood. Now that I look at the foreground also adding some depth of field would help too.
  • teodar23
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    teodar23 greentooth
    since its snowing outside i thought i try a different setting...
  • riceart
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    riceart polycounter lvl 7
    Started my pirate cove yesterday. Blockout phase.


  • MagicAnton
    @teodar23 Thank you, your work look amazing too.
    @Dinka Thanks you are the F boss your model look perfect. 

    here I continue with the high poly ready for bake



  • riceart
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    riceart polycounter lvl 7
    moar blocking and cleaning


  • Łukasz
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    Łukasz polycounter lvl 4
    Started modeling the knife 

  • Dinka
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    Dinka keyframe
    @zachagreg hey, thanks for the feedback, but going for a blueish purple night scene was something I wanted to do, instead of the green color in the concept :)
    @MagicAnton Thank you so much! :) your model is looking amazing too! :)

    More progress on blade :)



  • riceart
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    riceart polycounter lvl 7



    even more blocking
  • RomainD
    Hi everyone! This is an update of my scene. I decided to take some liberty with the concept.

  • Dinka
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    Dinka keyframe
    @riceart good progress already!
    @RomainD the furniture looks great! I dont know if that is the final floor you're using, but in my opinion it's a bit too light. Maybe carpets will break it down in the end, but right now its kinda pulling all the light to itself :)

    Sculpting some details


  • RomainD
    @Dinka you're right :) For now, I just used some "testing" textures in order to have a better feeling of the scene.

    Your glove looks good ;) 
  • Dinka
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    Dinka keyframe
    thanks RomainD! :) 

    Did some baking tests but didnt get a nice result yet, havent baked from one mesh to another many times and got a ton of things to figure out. Also tested how I'd make the grey lines on the glove. Still not properly placed though :)  

    I cant tell what the material on the base of the glove is supposed to be, just right next to the big steel ring. Can anyone help me out? The rough wrinkly one


  • Łukasz
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    Łukasz polycounter lvl 4
    Dinka said:
    I cant tell what the material on the base of the glove is supposed to be, just right next to the big steel ring. Can anyone help me out? The rough wrinkly one
    I think it's same fabric as rest of glove but put on some stiff material and with dense stitching, you can also check concept artist's instagram for more references, he has this one modeled https://www.instagram.com/larssowig/

    here's my progress

  • CluelessDoodler
    Slight update of the telescope progression, with a free model grab from online as a size reference. Hopefully I can finish all the detailing this week, so I can kick start on texturing. Critics are welcome!


  • Dinka
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    Dinka keyframe
    @CluelessDoodler I think you should add more geometry to round out the edges on areas that are meant to be curved. Otherwise looks great! :)

    Thank you @Łukasz ! Seeing his 3d version of the piece makes it a lot clearer what he meant the material to look like! :) super helpful

    Getting close to the finish line with the piece, putting everything properly together and final adjustments tomorrow


  • Timchih
    My blockout attempt on the main building using perspective match in 3DSMax  to get the correct proportions after my 1st MK1 eyeball attempt was a disaster.  More challenging than I initially  thought.  This has a lot of subtle shape changes.

    Wow!! Perspective match!! That's a great way to do it!!
    Still in the blocking stage, and I am struggling to find the right perspective and proportions.
  • Juvena
    So, I probably make huge mistake to jump into this project , but Im really determined to end it . ( This is my first attempt to make something without tutorial) This is what i have, so far .    

    @Dinka ,great work ! I hope that in the end I will got something similar :)
  • CluelessDoodler
    @Dinka Wow, really nice render you have got there, thanks for the critic too! Currently done with modeling phase, next up texturing am hoping that I can do a good job on it! Once again, critics and comments are welcome!
  • Dinka
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    Dinka keyframe
    @Juvena Thank you! Good luck on your project :)
    @CluelessDoodler Thanks! :) You're asset is looking awesome! and as alytlebird said, really looking forward to seeing how you texture it :>
    @alytlebird Thank you! :) Im happy with how it came out, couldve used some wear and grunge at some spots but eh, just gonna leave it like that and focus on new projects. Looking forward to the May-June challenge and see which pieces you decide to include :)
  • zachagreg
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    zachagreg ngon master
    @AdrianR are you thinking about keeping that close up view of this ship as the main composition of the shot? I like the idea of it honestly shows a different treatment of the concept and changes the tone a bit.
  • AdrianR
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    AdrianR polycounter lvl 5
    @zachagreg Honestly I have not decided the final composition of the scene yet.
    My original idea was make a video that will show all de environment in detail trying keep the "mood" of the original concept of course but  it will depend on whether I can finish the rest of the scene haha
  • zachagreg
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    zachagreg ngon master
    Fair enough, I would recommend at least setting up a couple of camera angles so that you can focus your composition around those shots. It gives direction and keeps you from going super detailed on everything.
  • Saiblade
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    Saiblade polycounter lvl 12
    Catching this challenge at the tail end but I really like this concept. Going to post what I get done this end of the month, probably finish it outside the challenge time frame. Here's a block out in unreal.
     

  • D3lux
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    D3lux node
    Here is my final piece, it was a blast working on this and i had a lot of fun on this challenge,
    if you want more pictures you can find them on my artstation hope you like it :D






  • zachagreg
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    zachagreg ngon master
    @D3lux This is very well lit, modeled and rendered. Looks awesome, great job. The only places I have criticism is with the roughness values along the blade and some of the larger faces on the handle. It looks a touch too procedural at the moment. Would have like to see some scratching along the blade and variations in where it would be worn down due to sharpening/ usage.

    Other than that very solid piece.
  • D3lux
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    D3lux node
    @zachagreg  Yeah i used a bunch of grunge maps to break up the roughness values and used a brush to break it up even more but its still looks a bit too procedural hahahahha anyway thanks for the feedback and kind words i appreciate it :D
  • alytlebird
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    alytlebird greentooth
    Hi everyone! I just posted the new voting thread for our next challenge! Go check it out, drop in your concepts and votes by May 1st when the next challenge begins: https://polycount.com/discussion/219364/the-bi-monthly-environment-art-challenge-concept-thread-may-june-66
  • alytlebird
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    alytlebird greentooth
    Hello again! Our next challenge thread is now LIVE! Hop over to see our 5 concepts for May-June: https://polycount.com/discussion/219364/the-bi-monthly-environment-art-challenge-may-june-66

    As always, feel free to continue posting updates for this challenge if you continue working on these projects. There was a lot of great work over the last couple months so it'd be great to see a few final updates!
  • icegodofhungary
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    icegodofhungary polycounter lvl 2
    Sorry for bumping an old thread. This is as far as I got before stepping away for obvious reasons.  I was testing out some materials for the barriers and windows. The force field of the barrier is animated and moves towards the main building. It was made using a simple texture panner. The window material uses a depth field node for the outline and a panner on the hexagon pattern. It's also got a Fresnel effect that makes it opaque at glancing angles. The little rooms use the interior mapping (parallax cube mapping) feature of unreal.




    I won't bump this anymore but will continue this project in its own thread once I make some more progress. Hope everyone is safe and doing okay.

  • alytlebird
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    alytlebird greentooth
    @icegodofhungary No worries about bumping, it's great to see continued progress from you! :) Those curved windows turned out especially nice, I'd love to see a gif or video of a camera moving by there so we can really appreciate the parallax effect you mentioned.
  • Dobbler
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    Dobbler polycounter lvl 8
    Oooof I'm slow, but I can kind of use Blender now  :#

    I've been spinning my wheels and getting nowhere trying to create some cool tiling textures for the building. I think I'm just going to go with a super simple instanced material with solid colors and work harder on the lighting. Next on the list is creating a terrain material to blend asphalt and sand. 






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