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The Bi-Monthly Environment Art Challenge | July - August (97)

ngon master
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Pinkfox ngon master
Welcome one and all to the 97th edition of the Bi-Monthly Environment Art Challenge for the months of July and August!

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:

Old Rusty's Bar by Juhani Jokinen


STYLIZED ENVIRONMENT:

Toxic Cave by Martin Biffaud


- PROPS -

HARD SURFACE PROP:

CODE SIRIUS by teal no


STYLIZED PROP:

Tokimi - Concepts by Maeva DELAUNAY - Kimi


- 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

  • Eric Chadwick
    Big thanks to @Pinkfox for setting these up! <3 

  • Grindy
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    Grindy polycounter lvl 14
    Thanks @Pinkfox indeed! Both enviro concepts are great, I might try to do both. :)
  • Charlie_Temerald
    hi thank you guys again for setting up another challenge, i absolutely love the style for all  of these concepts.
    im getting started on the hard surface challenge, ive recently had to relearn alot of things about this form of modelling and had to switch over to blender since its free. 
    ive just got a simple orthographic blockout, need to fix the goemetry and im dreading the materials and lighting




    pt2 5/7/25

  • Arahnoid
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    Arahnoid polycounter lvl 14
    Hi everyone! I'm excited to join the bi-monthly challenge for the first time!
    I've wanted to participate for a while, but was a bit shy to take the plunge.
    Here’s my progress so far — I’m aiming to make the model as accurate to the concept art as possible.



    It’s hard to say exactly what’s behind the glass, so I took some creative liberty there.
    Also, the central hole on the cap seems wide enough for the piece in the middle to twist and pass through.
    (And speaking of accuracy — I just realized the cap is rotated the wrong way. Oops! 🙂)


    I am not sure about this part below, it looks like it may be a cut  or maybe sit just ta different material without an inset.


    Next I am planing to prepare a low poly and texture it. :)




  • Łukasz
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    Łukasz greentooth
    Hey, I'm not taking part myself as I'm busy with another project :( but I like the HS prop and figured I might share my thoughts on in with others.
    As the concept seems very basic and has a lot of blank spaces it looks like a nice opportunity to approach it in creative way and build one's own ideas on top. I'd try adding some elements that would follow the function of the device - conisder foldable legs within black bottom part (might be interesting if they overlap the middle section), a handle for picking it up(it could be a reccess not to change silhouette), control panels, plugs, diodes etc. Look up pictures of how similiar devices are used to better understand what placement of elements would be convenient :) Hope this helps


    @Arahnoid if you're using blender I'd suggest to try using modifiers for non destructive modelling in such cases, you just need bevel controlled by weight that you can adjust per edge and weighted normals so that you can keep your editable wireframe simple


  • Arahnoid
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    Arahnoid polycounter lvl 14
    @Łukasz thanks for advice, ;) I was wondering myself if I can make it more interesting.  As you suggested, it would be nice to have some sort of console hidden inside. Here is a quick prototype.



    Indeed, I do use Blender and recently installed ND addon and it looks promising, non destructive modeling.
  • Łukasz
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    Łukasz greentooth
    Cool stuff! although the mechanism seems to me to be overly intrusive as you need to lift the whole lightsource to reach buttons, a practical solution that comes to mind would be foldable screens in cameras 
  • Charlie_Temerald
    i decided to make the stylised prop model, i couldnt figure out lighting for the hardsurface one. the texture painting in blender was very fun to make


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