Great work on it @BillyJackman! Glad to see you stuck with it and put some great details into the walls with the drips and dirt. :) The only thing I'd want to point out for your next project would be to look into ways to make the pipes feel more embedded into the concrete. Particularly the copper ones feel like they're…
Fantastic work and wonderful discussion surrounded this challenge. It's been great to see the progress as well as the perspectives on approaches for ways to achieve certain things. I hope everyone came away from the challenge feeling as though they've grown a bit and to those who are still working to reach that finish line…
Great work Azlios! Looks really cool! A bit late but here is where I got with the stylized environment. I got everything textured and spent a lot of time messing with the lighting in Unity. I still need to figure out a shader for the wet floor and add in the dirt and foliage. I think that will help break up the harsh…
Decided to give this a go, begun blocking out the shapes and trying to find the camera angle. It was quite difficult to get it to somewhat match the reference, for now it will work. Next up some rocks and more detailed pipes.
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…
been grinding out some stylized stuff in my free time lately so I figured I'd try my hand at the stylized concept for fun. here's where I'm at since this past weekend, still more to do but it's getting somewhere so I figured I'd post to get some eyes on it. going to work on getting the wires, dirt, etc in next along with…
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…
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.