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The Bi-Monthly ENVIRONMENT ART Challenge | November - December (69)

greentooth
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alytlebird greentooth

Welcome, all! Time to get started on the sixth and FINAL Monthly Environment & Prop Challenge for 2020!

Remember if you don't finish in the time allotted, just keep plugging away and post when your work is finished. There's always some good progress that falls off the radar - we want to see your work! So keep going and finish those pieces!

Without further ado, here are our official options for Challenge 69:


- ENVIRONMENTS -

HARD SURFACE ENVIRONMENT:

Artist: https://www.artstation.com/artwork/rAlzGG

STYLIZED ENVIRONMENT:

Artist: https://www.artstation.com/artwork/ykoO4O

- PROPS -

HARD SURFACE PROP:

Artist: https://www.artstation.com/artwork/Po2o58

STYLIZED PROP:

Artist: https://www.artstation.com/artwork/48ayDY

- WILDCARD -

FANTASY INTERIOR ENVIRONMENT:

Artist: https://www.artstation.com/artwork/Nx2d01

It's been a while since we've had a concept that's more explicitly Fantasy-themed, so I figured this environment concept suggested by @gastrop0d would work great!


Please read all the rules before starting:

-Try to post 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 and finish as much as you can in the time frame provided.

-Post what you are working on in this thread so that way it's a more centralized place for advice and critique. We don't need to have 1000 disjointed threads littering the forums. 

-It is recommended to use a game engine to present your work. Unreal Engine and CryEngine are very common engines that can be used but feel free to use any alternatives that you want. (Marmoset Toolbag is allowed as well)

-If you want to change up your chosen concept a bit, then feel free! Interpret these concepts to your liking, especially if your aim is to add storytelling elements.


And here are some recommendations:

-When you are just starting out making a scene, it can seem complicated or imposing, so take the time to break it down. 

-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, maybe gather some refs and make it your own.

-Take your time planning and blocking out, it will set you up for success later on.

-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.


All that matters is that you learn while being able to effectively critique others, as well as accept critiques on your own work. Remember to have fun!

Good luck! :)

Replies

  • cforce5
    I'm new to the site and have been just following the current challenge the past week or so. Everyone put forth some really awesome work and I have been learning a ton just following others progress and the subsequent discussion. This seems like a great community that I would love to be a part of! I'm a newer and less experienced 3d artist comparatively but I want to push myself and think I have reached a point where I am capable enough to really benefit from outside critique and interaction with other artists. So I am looking to give this upcoming challenge a try knowing I'm gonna learn a ton along the way and hopefully I can contribute to the group  :)

    All that said, I like the top concept of the museum the best actually. It looks complex and cluttered which is intimidating but for me personally I like that it breaks down into lots of smaller props that offer different challenges. Also the variation in the height and shapes of the rooms are very interesting. It gets my vote for sure though I will say both concepts @gastrop0d presented have some amazing atmospheric qualities
  • hasgan
  • alytlebird
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    alytlebird greentooth
    Last day to get your votes in! Any different stylized concepts or hard surface prop concepts would be great if you'd like to swap those out for something else :)
  • alytlebird
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    alytlebird greentooth
    Alright everyone, welcome to Challenge #69! Since there weren't too many suggestions, I just edited the title post of the old voting thread, and this will be our Challenge thread now. Thanks to @gastrop0d for the concept suggestion that landed in the Wildcard spot!

    Good luck everyone, and let's finish out this year strong!
  • samA
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    samA triangle
    Hi all,

    I decided to go with the turbomule and here's what I have so far. Still a good few details to add and I'm having trouble working out how the thruster beams connects to the side since it's not to clear on the concept. Not sure if the way I've done it is correct with beam going into the axle so I should get some mechanical research next. Also need to model the skulls which should be interesting as I don't really model organic shapes to often, suppose sculpting and a few tutorials should be the best option for that!




  • gastrop0d
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    gastrop0d polycounter lvl 3
    @samA That is looking really nice and detailed already, good work. Regarding the join of the thruster to the main body, it seems to me what you have there looks like it will be a weld, which feels too flimsy to me without a supporting brace of some kind to take the upward forces on the shaft that the thruster would produce. Basically there's 2 welds taking the entire combined force of the back thrusters and supporting the weight of the entire rear end of the vehicle, including the battery, which I presume would weigh a lot. 

    If it were my piece I would modify the concept to add more connections or bracing to that back thrust frame, perhaps connecting to the back of the vehicle body. Would make sense I guess for it to be somewhat compressible, like suspension:



    If it is suspension, then the joins at the original points should be a mobile axle. I guess that round thing they already connect to could be an axle. Anyway, just my 2 cents. :)

    Ok! I'm excited to see the temple concept included! It's going to be my quarry for this challenge. It's a big step up from the last challenge's concept for me, but I'm willing to give it a go. This time I'm set on realising the scene in Unreal.

    I think the scene could be quite modular, with extensive use of a stone trimsheet to cover the majority of the work. Here's my attempt at a breakdown:



    I might have gone a little overboard, but my take on the assets is this:

    Core Structures
    • Stone pillar body - use stone block trimsheet with tesselation to achieve chunky silhouettes. Apply a random UV offset to each model instance based on instance world position
    • Pillar base stones - 2 variations needed (small for foreground, large for background)
    • Pillar caps - could get away with just 1 variation, but 3 would give best variety
    • Broken pillar caps - same as above
    • Inner ring core
    • Inner ring staircase
    • Inner ring body
    • Outer ring staircase - potentially clone and scale inner ring staircase
    • Outer ring body - potentially clone and scale inner ring body
    • Top stone ring body - 22.5 degree or 45 degree repeatable segment. Maybe unique unwrap/sculpt
    • Top stone ring caps - created off of body sculpt to ensure seamless connection
    Details
    • Altar
    • Dead tree - unique unwrap & material
    • Candles - unique unwrap & material, maybe with faked SSS
    • Swamp water material
    • Swamp water algae/grime/surface goop
    I think getting a well-featured stone trimesheet and combining it with tessellation for the stairs and pillars will be key in tackling this scene with a minimum amount of work. It's going to be a real test of my stone sculpting skills, that's for sure! :)
  • teodar23
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    teodar23 interpolator
    @gastrop0d i would be very careful with tessellation and tileable textures. If the seams are not perfect it will produce mesh splits. Same for shifting the textures with an offset. I would do a small test first in order to avoid any headaches later.
    Good luck!
  • samA
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    samA triangle
    @gastrop0d Really appreciate the feedback thats a big help :) I like the idea of adding a supporting brace to make it physically more realistic.

    Looking forward to seeing the developments for your project!

  • Pinkfox
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    Pinkfox polycounter lvl 3
    teodar23 said:
    @gastrop0d i would be very careful with tessellation and tileable textures. If the seams are not perfect it will produce mesh splits. Same for shifting the textures with an offset. I would do a small test first in order to avoid any headaches later.
    Good luck!
    If you're using Unreal it does a lot to mitigate this problem if you check the "Crack Free Displacement" option in the materials tessellation section. It's not perfect so I wouldn't rely on it for everything but it can help in some situations.


    The left is with it enabled while the right has it disabled.
  • hasgan
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    hasgan polycounter lvl 3
    @gastrop0d : good idea for using spline! you can create many variants with it. like the outer ring platform is basically the inner ring platform with a different radius. just careful of repetition. maybe hide it with dead grass or smthng?

    looking forward to your project using tesselation. haven't tried it yet my self but I think you will see seams problem if your texture not tiled perfectly. or when you scale the texture up. just my guess. :pensive:

    @Zorina : that's a nice Blockout! hope you already analyze the concept and break into modular assets? because I see a lot of repetition there.

    @samA : this is nice! just need some skulls and you're almost finished XD
    ---

    so I realized I won't have much time till December for creating a big environment (because of work and uni), I decided to do stylized prop this time
    since I've never tried stylized props in my life before, this will be a great opportunity to learn something new.
    oh and I will try CryEngine too for rendering. hope I can finish it on time.

    my sclupts so far:



    I think I will make 4 different faces for the 4 side, I got the idea from the three wise monkeys

    if you guys have a great tutorial for creating stylized props, I would love to hear it

    Cheers!
  • FabioFrosaA
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    FabioFrosaA polygon
    @samA I'm loving your modeling. I'm blocking out and I'm intentionally getting a little bit far from the concept. Seeing your post, your doubt and @gastrop0d opinion I decided to remove all the mechanical parts and treat it more like driven only by electricity from the bettery. So the thrusters will be like energized coils. Also, I've added one more thruster on the bottom part as it makes senses and it fills in where the mechanical parts are missing.

     Also, by sketching a body into it I changed the general shape of the ship(?) so the body and arms are in a better position.I hope this turns out OK as I'm really changing things around.


    I feel that for the next part I need first to decide how I'll do the materials as it'll affect the modelling, if I'll bake nromals for each part or if I'll weigth the normals.
    At first I'm thinking that baking from higher less will be better as I may want to be specific about where to put rust and wear. I don't think  tileable textures or trim sheets will be as effective as on the model from the last challenge.




  • hasgan
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    hasgan polycounter lvl 3
    @FabioFrosaA : how about using both tiling textures (for repeating part like pipes) and baking normals (for unique part like thruster) ?
    good idea though with changing the design because I think its kinda uncomfortable to sit

    a bit update from me: I'm finished with 4 sided faces
    I think I'll start retopo tomorrow so I can get to the exciting part on weekend: hand-painting :D


  • cforce5
    A bit late to the party here which I should have expected as I have purposefully bitten off a lot trying to learn as much of possible. On that front we are doing great however as I have gotten lots of modeling practice and this is my first time constructing a full scene or environment so grappling with the layout and scale of things has posed a fun new challenge. Also in reading everyone else's I've seen a lot of new things, like @gastrop0d's  spline meshes which is a great idea I never knew possible. Also @hasgan a great idea to split it into 4 faces complimented by some awesome sculpting. If you don't mind me asking, what are you planning to use for the hand painting?

      At the current moment I really only have a block out in Blender going but I wanted to post it anyway to hear any feedback and also give @Zorina another take to look at as I have had the benefit of since you posted yours. Also I was curious of how you plan to approach the skeletons? 

    Moving from this through UV's and texturing to showcasing it in a game engine is sure to be quite the journey for me but Imma keep chipping away at it. Really excited to see everyone else's progress along the way :) 
  • FabioFrosaA
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    FabioFrosaA polygon
    @hasgan the hand painting turned out pretty nice! The colors are great.  THe different faces are also cool, I'm curious to see the final result.

    I'm short on time as always, so I did not finish the modeling yet. But soon I'll post it, before getting to the materials.
  • FabioFrosaA
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    FabioFrosaA polygon
    @elicoz
    it is looking nice so far.
    I guess that if you make the vase bigger so its borders almost hit the border of the head it'll look great.
  • samA
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    samA triangle
    Update on what I have so far:

    Got the turbomule unwrapped and textured and added some basic animations which is a skillset I wanted to work on. I also have 4 unique materials on this which I did in substance painter and is maybe ineffectient for a game model like this? Any less and I feel as though my texture density wouldn't be great.






  • FabioFrosaA
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    FabioFrosaA polygon
    @samA It is looking nice so far. The lighting is too uniform though, I guess if you use only a directional light it will improve a lot. Also, it would be cool to have a bit more contrast on the materials, they are also too uniform. Maybe the engine could have a different material, as well as the propellers.

    On my side, I've just finished the modelling. It was a challenge mostly because from the moment I decided to change one little thing on the concept, I decided to change a lot of things. So I did not have a direct reference and I had to kind of make my own design on top of it. I hope I get through the texturing process fast enough so I finish by the end of the month. I really enjoyed the tileable materials with decals workflow I learned on the last challenge, so I'll try to use only that, even for worn edges I'll try to use edge decals. It may not be ideal for a model like this, but let's see how it turns out.



  • samA
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    samA triangle
    @FabioFrosaA Thanks for the feedback.

    I like the changes you've made so far, nice to see a different take on the concept. Looking forward to seeing how it looks with it textured!
  • miriuk
    Hi guys when start the new challenge? I’d like to try. I didn’t receive any notification about this last one. Thanks
  • alytlebird
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    alytlebird greentooth
    miriuk said:
    Hi guys when start the new challenge? I’d like to try. I didn’t receive any notification about this last one. Thanks
    Hi there! These challenges run every 2 months, so our next one is scheduled to start on January 1st. :)
  • alytlebird
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    alytlebird greentooth
    Hey everyone! Hope you all had a good holiday and break from school and/or work!

    I just posted the concept voting thread for Challenge #70, please check it out, send in some concept suggestions, and vote for what you'd like to see in our first challenge of 2021! https://polycount.com/discussion/224166/the-bi-monthly-environment-art-challenge-concept-thread-january-february-70
  • alytlebird
  • Zocky
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    Zocky greentooth
  • hasgan
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    hasgan polycounter lvl 3
    Thankyou! @Zocky
    glad you like it :)
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