Happy New Year and a big milestone for the Bi-Monthly
Environment Art Challenge as we kick off number 100 for the months of January and February!
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:
Titan Quest 2 - Environments Exploration by Vladimir Krisetskiy
STYLIZED ENVIRONMENT:
Secret Level Sifu: It Takes a Life by Clément Dartigues

- PROPS -
HARD SURFACE PROP:
SOUP - Items by Georgi Simeonov
STYLIZED PROP:
Project Dragon - Misc Furniture & Props 2 by Airborn Studios
- 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
Here is a mostly non-destructive blockout in Blender with quick shaders. There are a few edges that can only be adjusted once the modifiers are applied, and I'm going for quads to sculpt imperfections in multires later.
I'm better at judging proportions in colors, and it felt important to think about how to make the glass feel like in concept right away, hence the basic shaders instead of just clay. The real challenge will be creating a nice glass with the same feel in UE, never did it before.
Instead than blindly matching the concept I adjusted the proportions to preserve the height and width relationship feel in more than one POV. I have an entire pet theory on why it's so common to find multiple focal lengths in a single artwork 😂, which has to be accounted for when turning it into 3D.
The shapes and proportions of the jar lend themselves very well to stylization, I'm planning to add a bit of handpainting and artistic wear to go with not-really-realistic-but-convincing lighting and shaders.
Despite the light speckles in the concept being likely reflections and/or surface glitter I chose to interpret them as particles inside the glass because I can. I can't see how the locking mechanism for the lid from the concept could possibly work, so I changed it based on a real jar, but I'm feeling too lazy right now to take photos of it and post them.
Oh, and I'm tampering with the normals as part of the stylization.
I found myself in the same boat, not much time on my hands, but thought that jar would make for a short project. In particular, I was interested in making the liquid surface move, in memory of the vomit jar featured in Left4Dead2. @SimonT documented this here on his cool website: Left4Dead2 - Puke. Using this as a reference, I weighted the liquid surface to a joint and in Unity added a swinging physics objects which rotation is being transferred to the liquid surface joint using a parent constraint. Hopefully this video capture shows:
It breaks easier with a jar of this shape, but possibly just works well enough. Surely something similar could be achieved with shader.
Here is a web build too Jar. Left mouse button will add an impulse to the jar, and it collides with the player capsule. R will reload the scene.
Have a great week
I love the simplicity of the technique, thanks for sharing that post and your approach!