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The Bi-Monthly Environment Art Challenge | November - December (87)

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Pinkfox polycounter
Hey everyone! Welcome to the 87th edition of the Bi-Monthly Environment Art Challenge for the months of November and December!

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.



Path of Wisdom by Andreas Rocha


Bar do Zé by Henrique Mueller



Props & Gadgets of Dragon Sword by . Olabukoo . 余洋


pillar chest by Viktor Mikhailovich


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!


  • Pinkfox
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    Pinkfox polycounter
    @Ziosnarf It might be a little wide compared to the concept, but if you're approaching it from the perspective of a third person game you would want that to account for camera movement. :)
  • Fabi_G
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    Fabi_G polycount lvl 666
    Nice progress so far! 

    @Moosebish An aspect that makes the artefact design interesting, in my opinion, is the contrast between simple, large shapes and the small intricate details/engravings in some areas. I feel currently, those details are a bit too subtle in your depiction. Generally, pushing a bit more material definition would be interesting. From what materials are the different parts are made of? But I understand it's also wip, keep it up!

    I like the corridor of wisdom concept and am thinking about modules to build it.
  • bskochii
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    bskochii polycounter lvl 5
    Hey, thanks a lot for the critique, I know it's too early to call it a rough WIP, I guess I was just glad that joined the challenge. I am not able to work with any engine at this point, but I'm planning to learn one of them for the starters. 

    Regarding the proportions, I did use the humanoid base mesh (thanks for providing me with yours btw), so the scale is +/- proper. But the artwork itself has some perspective flaws imho, and it's not really possible to frame the work 1 to 1, at least I couldn't manage to do so. And I add a bit of variation myself, while still keeping the original artwork intact. At the same time, as I'm looking at it right now, yeah, there are some badly interpreted parts, you're right :)

    Anyway, pleasure to meet you and hearing your honest opinion, I am greatful, cheers!

  • Moosebish
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    Moosebish polycounter lvl 12
    @KennyW @Fabi_G

    Sorry for the lack of response. I appreciate the feedback. I did leave the textures a little bare, mainly because I haven't decided exactly how I'm going to execute them :D 

    The solid outline is definitely a bit janky. A more elegant solution would look much nicer.

    I'll be searching for time to continue to update this asset
  • Ziosnarf
  • Ziosnarf
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    Ziosnarf polycounter lvl 9
    Thank you @Pinkfox and @KennyW for your feedback.
    I've made some changes to my blocking. Unfortunately, I'm unsure if I'll be able to finish this project as I don't have enough time to work on it

  • Yahska
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    Yahska triangle
    I have started blocking out the hard surface prop but I'm having a tough time interpreting the materials.

    Does this interpretation seem correct?
    The darker parts of the pedestal could also be black marble instead of concrete but pedestals usually have a strong concrete base to protect metals and wood from moisture.

  • muratpasaDi
    Hey! I finished the stylized environment of the bar to some extend. Attached screenshot from Unity. 
    I wish I could have done graffities, they give certain look to it. But I dont really know how decals work in unity and drawing them on textures would take too much time. I really enjoyed working on it and maybe will continue :) 
    Also big thank you to the artist for the concept ;)

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