Home 3D Art Showcase & Critiques
The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Sept 12. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

The Bi-Monthly Environment Art Challenge | May - June (96)

ngon master
Offline / Send Message
Pinkfox ngon master
Welcome one and all to the 96th edition of the Bi-Monthly Environment Art Challenge for the months of May and June!

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:

Haunted Class Room by IHOR PASTERNAK


STYLIZED ENVIRONMENT:

Tales from Myriad Dungeon entrance by Joris Sanchez
https://www.artstation.com/artwork/kQBlRy


- PROPS -

HARD SURFACE PROP:

ASCENDANT - Props & Pickups (PT.01) by Danny Chan 陳志偉


STYLIZED PROP:

Wayfinder: Aurelian Ruins by Virginia Critchfield


- 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 Godot are very common engines that can be used but feel free to use any alternatives that you want.
  • 3D Viewers (Sketchfab, Marmoset Viewer, etc) are welcome, but please note that their contents can be stolen by those who know how. Please ensure you're comfortable with this potential before using one.
  • 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 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

  • HAWK12HT
    Online / Send Message
    HAWK12HT polycounter lvl 13
    Sweet! lets go all
  • Hexi_8023
    Offline / Send Message
    Hexi_8023 triangle
    Sorry to disturb everyone. I'd like to ask if there is a relatively good way to find the perspective of the original painting and restore it to a 3D scene. I always can't find the right position during the scene production process. If you have any good methods, please share them. Thank you!I want to challenge myself to create stylized scenes during the journey.
  • MRpnut
    Offline / Send Message
    MRpnut triangle
    @Hexi_8023 There is a tool called fspy working with blender - not sure about other programms. there you can set up x y and z axis ( at least two) to figure out the correct camera position and setup.
  • Hexi_8023
    Offline / Send Message
    Hexi_8023 triangle
    MRpnut said:
    @Hexi_8023 There is a tool called fspy working with blender - not sure about other programms. there you can set up x y and z axis ( at least two) to figure out the correct camera position and setup.
    Well, I've used this one, but fspy doesn't work for slightly more complex original paintings
  • Logoded
    Offline / Send Message
    Logoded polycounter lvl 5

    Hey all!
    Here is my very basic first blockout of the haunted classroom environment. Just wanted to get a sense of scale and make the inital plans on what I need to do for this environment and try to pinpoint the most difficult parts for me. Next step is conitnuing the blockout with more meshes and details and figuring out what works and what not. 
    Cheers
  • Grindy
    Offline / Send Message
    Grindy polycounter lvl 14
    Hello everyone, I started working on the sci-fi crate earlier this week and this is where I'm at now. I had to take some decisions here and there to adapt the concept to 3D but overall I'm happy with it.

    I still need to finish some floaters for the panel lines, which is something I decided to try in this project.

  • stahlwart
    Offline / Send Message
    stahlwart keyframe
    Trying to challenge myself by doing environments rather than props for this challenge-- I'm enjoying it so far but this sculpt is also killing me inside a little :#

  • Hexi_8023
    Offline / Send Message
    Hexi_8023 triangle
    Everything is proceeding in an orderly manner...
  • adrenaline
    Offline / Send Message
    adrenaline triangle
    The rods on the sides reminded me of a sword guard, and i decided to turn this "column" into a greatsword, here's blocking so far
  • BillyJackman
    Hey guys,

    I'm working on the crate as well. Here is my blockout. Excited to see everyone's progress!

  • Torch
    Offline / Send Message
    Torch polycounter
    The rods on the sides reminded me of a sword guard, and i decided to turn this "column" into a greatsword, here's blocking so far
    Great start! Some awesome talent in this thread already
  • Houuuuurr
    Offline / Send Message
    Houuuuurr polygon
    Hello everyone ! I'm working on the hard surface prop, here's the blockout so far. Any feedback would be welcome.

  • Grindy
    Offline / Send Message
    Grindy polycounter lvl 14
    @Houuuuurr there are some issues with the proportions of the various elements of your crate. Go back to the ref image and compare the different elements to one another and you'll notice the issues I'm sure.  

    @BillyJackman you're on a good start, what jumps at me is that your round decoration elements near the top surface are really shy compared to the concept. I also feel that the main bottom part of your crate could be a bit taller and the main top part could be slightly shorter.
    ---

    This week I finished the low-poly and baked it. Took some liberties with the back. I'll revisit the angles inside the top part as they are much rounder in the concept, it's just a shame I only noticed today.





  • BillyJackman
    @Grindy Good points. I do see the size differences in the top and bottom parts now that you mention it... I must have missed it in the reference :/

    Yours is looking good :) I like the details you added on the back side.

    Here is my first pass at rendering the crate. Turned out kinda cool. The liquid in the vials was a bit of an interesting rendering challenge.

    model
  • Celosia
    Online / Send Message
    Celosia polygon
    Hey, I'm not participating or anything, but I'd just like to point out the hard surface prop has a glass or acrylic panel on top in case anyone else failed to spot it at first like I did. 😆

    The crate is lighter on the inside due that panel shading, not wall material variation, and it's possible to see stylized diagonal reflections on the panel over the vials, but the saturated greens and the artist's choice of keeping the lineart as black as the rest makes it hard to spot that cue.
  • BillyJackman
    Celosia said:
    Hey, I'm not participating or anything, but I'd just like to point out the hard surface prop has a glass or acrylic panel on top in case anyone else failed to spot it at first like I did. 😆

    The crate is lighter on the inside due that panel shading, not wall material variation, and it's possible to see stylized diagonal reflections on the panel over the vials, but the saturated greens and the artist's choice of keeping the lineart as black as the rest makes it hard to spot that cue.

    Oh my god... You are right lol I totally missed that :# Will have to add that in later. Good eyes
  • Grindy
    Offline / Send Message
    Grindy polycounter lvl 14
    I'm almost done with it. I need to import it in Unreal, I'll figure out what I want to do for the liquid in the vials and put a glass on the top section and it will be finished.


  • BillyJackman
    Offline / Send Message
    BillyJackman keyframe
    @Grindy Looks sick man! Great work  =)
  • BillyJackman
    Offline / Send Message
    BillyJackman keyframe
    Sorry for the double post :# I had some time to work on stylized prop as well. Here are my results!

    model
    Thanks,
    Billy
  • Grindy
    Offline / Send Message
    Grindy polycounter lvl 14
    @BillyJackman The prop looks nice, it works. I have two suggestions; you decided to change some of it and that's fine but are you gonna try to add the drapes on each side? It adds some interest and imbalance to the concept art. Adapting your 3D to add the drapes shouldn't be a problem. Secondly, I'm not sure the wall tiles make for a great presentation of your final piece, I think I'd rather have a floating mirror surrounded by a few pieces of floating glass like it's suggested in the concept.
  • Grindy
    Offline / Send Message
    Grindy polycounter lvl 14
    I'm glad to be able to call this done! I've got more images but I don't want the page to be too bloated. :)





  • stahlwart
    Offline / Send Message
    stahlwart keyframe
    I'll be honest, I messed up in a huge way by completely forgetting that this is meant to be a dungeon entrance  :'( but I still had a really great time! Tried out trimsheets, decals, foliage, and also Substance for the first time and learned a whole bunch.

  • Grindy
    Offline / Send Message
    Grindy polycounter lvl 14
    Congrats on finishing!

    I think you could tweak some things to look more like the concept and it would help the overall look. We're losing the details of your walls and other rock engravings, making them slightly darker would bring them back. The concept also has some cracks that are adding interest.

    The lighting and shadow colors are also a bit different from the concept. The concept has darker shadows that makes the water stand out, when looking at your water we see it has similar color value to everything that's around it.

    Finally your image lacks elements near the camera. Maybe try to get the broken stairs at the bottom closer to the camera and I'd also do the arch thing at the top of the concept.





Sign In or Register to comment.