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The Bi-Monthly Environment Art Challenge | September - October (86)

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Pinkfox polycounter
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.



Green house from Halo by 橄榄油


废弃项目01 by sleepy pang



Kizazi Moto: Stardust by BDWY .


Architecture & Props Design by André Leroy


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.


  • 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!


  • マルコ
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    マルコ polycounter lvl 3
    I think I'm done with the blockout, many parts are missing still but I should have enough to move into Zbrush and start detailing each single piece.
    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
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