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The Bi-Monthly Environment Art Challenge | March - April (101)

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Pinkfox quad damage
Welcome everyone to the 101st Bi-Monthly Environment Art Challenge for the months of March and April!

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:

The Forgotten Industry by Abrar Khan
https://www.artstation.com/artwork/9EXmdo

STYLIZED ENVIRONMENT:

Urban Sewer Background Painting - 03 by Adrien Gonzalez
https://www.artstation.com/artwork/x3GrOO

- PROPS -

HARD SURFACE PROP:

Battlefield 6 - Deployable Cover Concept Design by Joakim Englander
https://www.artstation.com/artwork/YGDkAX

STYLIZED PROP:

Early Props + Exploration by Gabriel Miura Brandt
https://www.artstation.com/artwork/nJnLP1

- 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

  • BillyJackman
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    BillyJackman keyframe
    Some great concepts! I really dig the stylized environment piece.

    Here is my blockout. I used fspy to match the perspective in Blender. Next step is to plan out my trims.


    Not sure how I'm going to tackle the muddy dirty ground yet. Tips are appreciated!

    Good luck everyone!
  • Eric Chadwick
    Nice blockout!

    I would suggest choosing your rendering system first, then set up the ground shader to work within it. For example, in Unity I would use a layered shader, and paint a mask where the water would be on the concrete. And add some clumps of dirt as geometry.
  • Grego
    Does anyone have any suggestions or techniques on how to go about the Battlefield 6 destroyed wall. The wall itself in its clean unbroken state seems simple enough, just a bunch of rectangles, Handles would be the most complex part of that. In terms of the destroyed parts though I'm not sure how to go about that... So to me it looks like its a fabric like kevlar. Maybe where the chunks are taken out where the fabric is frayed it could be done with an alpha mask? with the bullet holes I'm thinking of using POM decals. What do y'all think if you have any ideas.


  • Fabi_G
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    Fabi_G godlike master sticky
    Hi @Grego I was also thinking about that foldable cover, how it could be build. I think spawning decals on hit would work. Additionally, it could be made up of multiple meshes that can be swapped out based on the 'health' of their respective segment. They should look like a continuos object if shading and UVs of the sub-meshes is consistent. I suppose this would be on the more interactive side of the spectrum. Of course a simpler solution would be swapping out the overall mesh with gradually more damaged variants.

     What is your idea how this  folds/ unfolds? The artstation post doesn't include a folded variant, only states it could fold into a small box.
  • Grego
    Yeah the multiple meshes thing is what I would think it would be set up like. Maybe like 3 states. A clean, A damaged, and a really damaged. Id imagine that in actual production they would have a mesh swap and hide it with some vfx smoke and other particles, like how they do their building destruction. 

    I interpreted it as the different panels sliding out, not folding. So it would slide out like a sliding door on each side maybe? I didn't realise that in the description it says that it would fold into a smaller box... Im not sure yet which direction i'd take it.

    The bullet holes would be best to be done with decals, maybe with a POM material on the decal to give it depth. Its the chunks missing along the edges i'm not sure how to go about.. I guess it would be done using an alpha mask to make the frayed fabric along the edges.
  • sacboi
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    sacboi godlike master sticky
    Note: sliding panels would be accurate because 'folding' can also be read as 'collapsible' since this concept, is likely based off of a real world application such as portable tactical shields, manufactured using  CMF therefore not designed too bend/fold, in the conventional sense.   
  • Fabi_G
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    Fabi_G godlike master sticky
    A blockout how I first thought the shield would expand:


    Now I think it the first layer is folded in and only the second one is pulled out.

    For stabilization, I imagine there's vertical supports in that drop down once unfolded, leading to both a stand and vertical stiffness (middle joint that allowed them to fold is now offset).
  • sacboi
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    sacboi godlike master sticky
    @Fabi_G  nice plausible solution and yes slightly larger examples do display stands/footings as that concept depicts + a few with 'trolley' wheels attached for navigating broken ground.
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