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The Bi-Monthly Environment Art Challenge | March - April (83)

polycounter
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Pinkfox polycounter

Hello everyone! Welcome to the 83rd edition of the Bi-Monthly Environment Art Challenge for the months of March and April!

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:

Half Timbered House by James Arkwright

https://www.artgram.co/a/half-timbered-house-gIvkmC


STYLIZED ENVIRONMENT:

Wóska - Concept Arts by Inès "Ourka" Rotzinger

https://www.artgram.co/a/bird-village-environment-concept-arts

If you're looking for even more of a challenge with this one, check out the artist's link to find a view of the interior space as well!


- PROPS -

HARD SURFACE PROP:

PREY - Props by Dmitry Sorokin

https://www.artstation.com/artwork/62OD5


STYLIZED PROP:

Concept Artist RPG 5 by Ekaterina Bek-Nazarova

https://www.behance.net/gallery/74230707/Concept-Artist-RPG-5


- 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 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

  • AD_3D
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    AD_3D polycounter lvl 3

    Really cool concepts here. That hard surface environment looks like it'll be a good challenge for modularity.

  • elfennani

    So far I'm done with the model, I still need to study topology a lot, it's currently a mess

  • Fabi_G
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    Fabi_G ngon master

    @elfennani nice, certainly resembles the concept 👍️ Some still renders would have been nice, to get a better look of the model. What's your plan for texturing? Will you bake details down or keep it as geometry?

    @mxrxq Thanks! I'm curious to see someone else's interpretation 🤓 Stones look like a solid start, nice! Could do both, a tiling material and a couple of single stones. Keep it up!

  • Jaesoul

    Hello!! Just found this forum love the challenges! Is there a discord? or just post here?

  • lucardo
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    lucardo polycounter lvl 2

    Even the blockout looks so nice allready! How did you do the roof texture/material? Substance designer or, something more manual?

    The plaster texture, so far is looking a bit wierd. To me it feels like it is going in diagonal lines:

    Maybe if you try a plaster material that is more soft, it would ressemble the reference a bit more:


  • Fabi_G
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    Fabi_G ngon master

    @lucardo Thanks for the feedback, absolutely agree. It should improve over time.

    My overall aproach is to bake down geometry to use as a base in Painter. In the case of the Roof, it's some low poly slabs arranged in a tiling manner. Going forward want to give them a sculpting pass for more detail.

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