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The Bi-Monthly ENVIRONMENT ART Challenge | September - October (68)

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  • hasgan
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    hasgan polycounter lvl 6
    @b_beauchamp : I think your jar looks really great! I see a lot of variety on the shelve. though its a bit too dark for me to discern whats in it. anyway your lighting looks really great and contrast. gives a horror feeling that I'm looking for

    about the open space: in my opinion is better to leave it open. your scene has a lot of complicated things on the side and the center area should be where the eye rest.

    @dyceus : wow great work man! seeing your screenshot I think I need to work on my lighting coz mine seems a bit too green XD
    I didnt saw it before but nail it the green liquid and details on the left lower side of the scene

    @Zocky : far better =)
    I just realized what your scene needs: a good ol' floor texture =) it will definitely bring your scene far


    ---

    Update from me:

    1. Updated the texture for wall, floor, ceilings, shelves, and small jar.
    2. Added Cables, Pipes, drip decals on the wall
    3. Make room bigger
    4. create cardboard texture and updated the box





  • Rajeshlaxkar

    Hello, I am new in Maya. I model this model. i am a beginner so I am not done my texturing classes yet so plz can anyone plz done texturing of this model or if any suggestions


    Welcome 

    url of model:   
    https://drive.google.com/drive/folders/16HuFO6H363mHhmLee9JnklQ0T9AT98z7?usp=sharing
  • b_beauchamp
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    b_beauchamp polycounter lvl 2
    @Pinkfox I checked my materials and the two sided option is on. Since I seem to be out of options, I decided to fake a shadow with some opaque meshes behind the offending model. That area did seem a little empty anyway xD. 

    @hasgan I really like the layers of pipes on your ceiling, it really gives the scene an industrial laboratory feel. I agree for my scene that the open space gives some much needed breathing room. I also need to figure out a good way to get more ambient lighting, the default cubemap isn't working too well.

    I think my scene is pretty much done now except for the lighting and final creature meshes. Thank you everyone for all the help and advice! If you have any additional feedback before I wrap up the project I'll be sure to incorporate it.  :) 


  • dyceus
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    dyceus polygon
    I finally did some sculpting and texturing in Substance Painter.  I did these models plus a simple brain looking one that isn't worth showing. The scene is so hazy that you can't really see all the effort I put into the models, but I wanted to challenge myself a bit since I haven't sculpted unique assets and textured in painter for quite while.  I made all these from scratch in Blender (for the base meshes) and Zbrush (for the sculpting).  All these photos are screen grabs from unreal.


  • dyceus
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    dyceus polygon
    Here is my final scene basically.  I added in my sculpted creatures and then made a post processing material to lightly colorize the fore, mid, and backgrounds to match the reference (blue, yellow, and cyan respectively).  I only colorized the darker areas and allowed lighter areas to cut through.




  • dyceus
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    dyceus polygon
    Here's my work overview on the mermaid since I spent the most time on her (even though she's merely a shadow lol, but I wanted to challenge myself a bit).  The gills under the rib cage idea was inspired by the character The Deep in the show The Boys.  Started with a base mesh in Blender (a really bad one), sculpted her the rest of the way in Zbrush, retopo and UVs in Blender, texturing in Substance Painter, and then a quick pose and touchup sculpt in Blender before bringing her into UE4.  I could have spent more time on her, but I only had one day to do all my creatures start to finish.


  • dyceus
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    dyceus polygon
    @b_beauchamp you always get a really high level of realism in you tiling textures.  ZBrush materials always look so good, I'm going to have to start doing them more often.
  • b_beauchamp
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    b_beauchamp polycounter lvl 2
    @dyceus Thank you! Learning how to make and use trim sheets changed everything for me as an environment artist. The Polygon Academy trim sheet tutorial was really helpful for me, if you haven't seen it yet I highly recommend it. I textured the entire structure and supporting props with a few variations of one trim. This freed up a lot of time for me to put extra effort into the large vats and special props with unique textures. 


    When I publish my scene I'd like to show off a couple props like the jar below. How do the wireframe/UVs look? I'm worried that it's too heavy for a small prop, but I don't have any similar references to compare it to. 



  • Rajeshlaxkar
    can anyone working on my model texturing plz tell me? 
  • alytlebird
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    alytlebird interpolator
    can anyone working on my model texturing plz tell me? 
    @Rajeshlaxkar In general, we don't really work on each others' models unless people specifically want to collaborate. If you want a basic tutorial for getting started with texturing, this Substance Painter beginner tutorial from Allegorithmic is a good place to start.

    -----

    Great work everyone! Seeing a lot of inspiring stuff yet again, it's always encouraging to see the breadth of talent on display at the end of a challenge cycle! Good work, give yourselves a pat on the back. :)

    As you might've noticed, I fell off the bandwagon myself haha... Work has been picking up steam as we head towards the busy season working on our next title, so I lost a bit of mojo for the Wildcard concept. Maybe I'll return to it some day down the line, we'll see!

    I just posted the Voting Thread for Challenge 69, feel free to head over there and vote or suggest other concepts! https://polycount.com/discussion/223180/the-bi-monthly-environment-art-challenge-concept-thread-november-december-69
  • Rajeshlaxkar
    Thanks, it helps me a lot  :)
  • hasgan
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    hasgan polycounter lvl 6
    Wow I see a lot of fantastic work, good job guys!

    @gastrop0d : thanks for the input, it works like a charm! I got excited that I think I push the AO too far XD

    about moving back into blender: you can try next challenge in UE :P being finished is definitely better. your scene looks great with those painted look.

    @dyceus : great work! I think your scene mirror the reference almost perfectly composition-wise :)
    the mermaid and other creature looks good, and nice details with spilled liquid on the floor :D
    tho its a pity, the blue mermaid is kinda hard to discern with the smoky tube glass, the ear and the gills should be recongnizeable from outside

    @b_beauchamp : Thanks! the pipes idea is actually comes from your scene haha :P I didnt know what to do with the ceiling and added a bunch of it to look interesting.

    I think jar props could be better, some edges can be remove if you want to be efficient



    the UV is ok, though I wouldn't use 2k texture for it.

    sorry if I seems nitpick :P

    ---

    so heres my update:

    finished with the monsters in tubes and in jars, took me also a while to sclupt it, retopo, and texturing
    PS: I didnt think it was a mermaid, more like a monkey to me :p



    also finished with making glass material. I didnt know cool looking Glass Material is so expensive -____-



    tried the AO and voila! the things are not floaty anymore XD




    So there's still 2-3 days until end of october and I still want to finish my scene as far as I can.
    the next post will be my final scene, so any inputs or critique is appreciated!







  • franman
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    franman polycounter lvl 13
    Might as well show my progress with a few things to note

    I noticed that the yellow portion of the cup is z fighting with the glass jar (blue portion) so I'm planning on extruding the yellow portion a bit.

    The plan I have for the yellow portion is to include an Alpha channel.
  • ZRose
    Hello everyone I am new to Polycount. Sorry I am a bit late to this challenge. I started the caravan last night and here's what I have so far. I have only been 3d modelling for about 3 months now so try not to be too harsh on me :D Thanks all.


    Made a little more progress on the caravan. Working on the texturing. A lot more to do but it's starting to look pretty cool I think.

  • Pinkfox
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    Pinkfox polycounter
    I'm still trucking along with the wildcard option. I definitely won't be done before the end of the month but I plan to keep plucking away at it. :D



    I must say though, doing the specimens has been a pretty taxing endeavor. It's definitely good practice but I'm certainly no creature artist so it's taken far longer than I'd have liked to get to a decent point. Still, it's nice to be challenged like this and I've loved seeing what everyone else has been able to accomplish!
  • FabioFrosaA
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    FabioFrosaA polycounter lvl 2
    sorry, I double posted.

  • Camille_Meehan
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    Camille_Meehan polycounter lvl 3
    These are fabulous. Happy Halloween y'all.
  • alytlebird
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    alytlebird interpolator
    Hey everyone, once again, excellent work! Please feel free to continue posting updates to your projects even as we move into a new challenge cycle.

    Challenge #69 is now LIVE, check it out here: https://polycount.com/discussion/223180/the-bi-monthly-environment-art-challenge-november-december-69
  • IanVal
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    IanVal polycounter lvl 3
    Here is what I have so far. Any critique or advice would be greatly appreciated. The texturing is all placeholder for right now. I have been really stuck in the modeling phase. Finding good reference has been super hard for me because of the abstract nature of the concept art. This is my first full environment based on a concept art any help would be greatly appreciated again!!! Have a great day !
  • teodar23
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    teodar23 sublime tool
    @IanVal looking good.
    I would add some variation to the brick wall and some random color to the window shades. Add some trash and litter all around the ground. After that do a light bake and youre goldin'.
    Keep it up!
  • IanVal
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    IanVal polycounter lvl 3
    @teodar23 thank you so much I will definitely work on that, I agree a nice vertex blend material and some set dressing would be nice for this. Right now I'm focusing on the models just making sure the placeholders are replaced and everything is to scale and such. Have a great one!!!
  • hasgan
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    hasgan polycounter lvl 6
    @Pinkfox good job man! love those great variety on jars. glad we could learn a lot from each other ;)
  • Pinkfox
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    Pinkfox polycounter
    @Zocky Looks fantastic so far, can't wait to see the finished product! I especially think you've nailed the transition from plaster to brick work very nicely.

    The only suggest I would have is that you should probably make those boxes above the "eFashion" store displays into windows themselves. Looking at the streets of Siena on Google Maps those boxes appear to just be small, high up windows from what I can see.

    https://www.google.com/maps/@43.3204577,11.3281655,3a,75y,345.41h,94.87t/data=!3m6!1e1!3m4!1sZOqwe91TnfBSq5Sz5PSQKw!2e0!7i16384!8i8192

    If you take a spin around there you can see various examples up and down that street.
  • Zocky
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    Zocky greentooth
    Ah, good catch, i'll see what i can do about that, tnx!
  • Zocky
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    Zocky greentooth
    Nice work man, glad to see you finished it!

  • Pinkfox
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    Pinkfox polycounter
    Awesome to see everyone making it to the finish line! Nice work you all! :D
  • rgvsharma98
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    rgvsharma98 polycounter lvl 4
    Zocky said:
    Well, guess i'll post my one last update, before i call this one done as well.

    @Zockyhello sir, i don't really know what this challenge or post is about but can you please share some workflow insights for this environment, i'm trying to make similar environment and did the modelling part but i'm having issues with proceeding to texturing. thank you.
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