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Monthly Community Noob Challenge February 2015 (27)

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Wulf polycounter lvl 7
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Hello everyone and welcome to the Monthly Noob Challenge for the month of February.

Hello everyone. We are finally back and ready to kick off yet another great year. What better way to celebrate than with a new Monthly Noob Challenge for fellow artists to participate in!

Join our Skype group if you want! Add me on Skype and I will add you to the group.
Me: noble.wulf

You don't have to join the Skype if you don't want to though, and you don't need to ask to participate in the challenge, just start working and post your progress in this thread!

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Artist - Yuriy Georgiev
http://windmakerart.blogspot.com

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Keep in mind that you can choose any of the shields above to reproduce. I'm not saying that they all have to be made.

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Feel free to approach either of the concepts however you like but I'd recommend making it as modular as possible to save time and keep things optimized. It's really up to you, and as long as you are learning, it doesn't matter right?

Also if you want to change up either concept a bit, as some people wanted, then feel free. Interpret these concepts to your liking.

There are some things that I would like to point out to for newcomers.
If you only want to do a few props as best you can, then feel free to go ahead and do it. This way you can gradually work on building up to a full scene before diving head-first into the whole ordeal.

B3Uy2w0.png

Please read all the rules before starting.

When you are just starting out making a scene, it can seem complicated or imposing, so take the time to break it down.

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, maybe gather some refs and make it your own.

Take your time planning and blocking out, it will set you up for success later on.

Here are some specifics.
  • Try to post one critique for every post that you make. This will make for a better learning environment and help us all grow as artists.

  • You must make your own textures, no stealing. We can't keep you from doing it, but the goal is to learn. You can use other textures and images to create your final texture, but please, no blatant copying of another artist's work.
  • You must use a game engine to present your work. Unreal Engine and CryEngine are very common engines that can be used, but feel free to use any alternatives that you want.

  • You must try your best and finish as much as you can in the time frame provided.

  • Post what you are working on in this thread so that way it's a more centralized place for advice and critique. We don't need to have 1000 disjointed threads littering the forums.

  • I would 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, but it must stay very close to the concept, if not super close.

  • Please stay away from using Ddo. It's great if you know what you're doing, and for a production pipeline supplement, but other than that, please don't use it. Ndo2 is allowed. This was talked about in the other thread, so please don't complain.

  • Well that's about it. If you think that any rules should be changed, or there should be new additions to the rules, please let us know.
All that matters is that you learn, while being able to effectively critique others, as well as accept critiques on your own work. Remember to have fun. Cheers!

Replies

  • Doxturtle
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    Doxturtle polycounter lvl 8
    The concept art seems like it would be a good one to practice modularity
  • JamesArk
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    JamesArk polycounter lvl 10
    Awesome, back from the depths. Might try to give this one a go, or at least a shield.
  • StephLee
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    StephLee polycounter lvl 12
    oh man, I would totally do one of those props. Once my portfolio's in line, I'm jumping into this. I love seeing what comes from these threads!
  • Chase
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    Chase polycounter lvl 9
    Well let's see how far I can get with this months
  • Marshkin
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    Marshkin polycounter lvl 9
    I missed this challenge! Great to see it back! Loving the concept. I need to get my current project wrapped up so I can tackle this one!
  • pangaea
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    pangaea polycounter lvl 5
    I might try the first concept. The first concept seems a lot harder than the second concept.
  • Asim7
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    Asim7 polycounter lvl 8
    Im busy with some college stuff, so i probably won't make this my first noob project :( Hopefully i'll be free to try the next one though :)

    Just wanted to say that i reacently learned about this monthly noob challange. And it's a really great thing you're doing for the community and to new 3D artists like myself, and im glad to see it's back :)
  • Port-Seven
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    Port-Seven polycounter lvl 7
    Those shield designs look great! :)
  • skyline5gtr
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    skyline5gtr polycounter lvl 9
    I have a question for any of the pro's out there. For any of the shields with wood is it a given to do it in zbrush byt today standards or is there still merit to doing it in just max / texturing
  • Chase
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    Chase polycounter lvl 9
    I would do it in zbrush seeing as it is a hero prop. The bake would really make it pop
  • Dethling
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    Dethling polycounter lvl 11
    The shield designs are awesome. Count me in for 2nd row nr. and 3rd row nr. 4 :)
    Two weeks for each of them, sounds good. :)
    Will also try to get the details done with zbrush, lets see. ;)
  • hmm_rock
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    hmm_rock polycounter lvl 10
    I think I'm going to make this my first noob challenge. I look forward to it! :)
  • JonConley
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    JonConley polycounter lvl 8
    Current progress on a shield:
    VyQbA9e.png
  • fullchaos13
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    fullchaos13 polycounter lvl 6
  • Doxturtle
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    Doxturtle polycounter lvl 8
    both looking really great!
  • Fenyce
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    Fenyce polycounter lvl 11
    Wow, I really like that concept art! Makes me wanna try it, but I'm already working on a project...
    but maybe I'll give it a try anyway :)
    good luck and a lot of fun everyone!
  • giltand
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    glad to see the challenge back :)
    Will do one of the shields in my lunchtime next week!
    Good luck everyone and have fun :)
  • SpaceRogue
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    SpaceRogue polycounter lvl 3
    I'm not sure I'll get on the town, looks like an interesting challenge tho so I might attempt. But I think can do some shields.

    Uh I'm new, so pardon my stupidity but when you're talking about textures I don't have a good librairy of my own unless its concrete and more concrete , I would use free ones like http://www.texturepix.com/ or DA resources of people who give permission. Is that allowed ?
  • FairyDuck
  • JamesArk
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    JamesArk polycounter lvl 10
    Damn, that was fast. Looking good FairyDuck. One thing you might want to consider changing though is the red painted part, I actually didn't notice it at first (although I did just wake up a few minutes ago and my eyes are getting their shit together). Even so, on the concept there is a tremendous contrast between the light and dark parts of the paint on that shield, so I think you could totally push that some more and make it really stand out.
    SpaceRogue wrote: »
    I'm not sure I'll get on the town, looks like an interesting challenge tho so I might attempt. But I think can do some shields.

    Uh I'm new, so pardon my stupidity but when you're talking about textures I don't have a good librairy of my own unless its concrete and more concrete , I would use free ones like http://www.texturepix.com/ or DA resources of people who give permission. Is that allowed ?

    Yeah generally that sort of thing is considered to be fine as long as the textures are royalty free. The rule in the first post pertains more to literally taking another artist's diffuse/normal/spec/whatever maps and using those on your piece, I think.
  • pigart
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    pigart polycounter lvl 6
    Decided to hand paint the shield. Here's todays progress.

    WCHiwsx.png

    FairyDuck the red paint really needs a bit more contrast.
  • JonConley
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    JonConley polycounter lvl 8
    pigart, that is looking really nice.

    FairyDuck, yeah more contrast is needed, and possibly desaturate the wood a bit. The metal looks great, but the wood looks very noisy.


    A small update before I headed to work today (SE at a research company). Added in some lighter scratches, also worked on the back side's wood and the edge of the metal rim a bit, will have to take a screen cap of that when I get home.

    Still unsure how I want to texture it. I could go the route of something like WoW or LoL and use the bake as the base of the shield, or try and make it a pseudo realistic style. The wood grain pushes me towards a WoW or LoL without a normal map and hand painted direction.
    SShseWv.png
  • SpaceRogue
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    SpaceRogue polycounter lvl 3
    JamesArk wrote: »
    Yeah generally that sort of thing is considered to be fine as long as the textures are royalty free. The rule in the first post pertains more to literally taking another artist's diffuse/normal/spec/whatever maps and using those on your piece, I think.

    Ah good, thanks for clearing that up !

    holydarn everyone is fast and so good here o-o;;;
  • Artush
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    Artush polycounter lvl 7
    Hello.
    im new guy here on this forum (sorry for my bad english :\)
    i work with 3d for some time but nothing extra and i want to learn it.. So i wanted to attempt differed noob challange but i was not sure if i can make it ... :D

    So i'm trying to create this concept village into CryEngine SDK.. i hope i will finish it.

    first i broke concept it into pieces so i know what to do
    Then i started simple blockout and started puting it in CryEngine to see if it is ok( by size).

    cry01_by_artush-d8gjxdo.png
    cry02_by_artush-d8gjxdm.png
    cry03_by_artush-d8gjxdg.png

    and here is video flying thru and walking in it just 30sec(fraps):
    [ame="https://www.youtube.com/watch?v=Vd975V5oJWE"]https://www.youtube.com/watch?v=Vd975V5oJWE[/ame]

    i must say that those posted shields are looking so cool :D i wish i could use zBrush that well but it is my enemy(always lost in it)...

    i hope i will have some bigger progress in week..

    Have a nice day and strong nerves :)

    A.
  • Marshkin
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    Marshkin polycounter lvl 9
    Very nice blockout so far Artush!
    One thing that I noticed so far is that the well looks relaly tiny in comparison to everything else.
  • Vasilesco
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    Vasilesco polycounter lvl 8
    Work in Progress...

    MAsr1QZ.jpg
  • WindchILL
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    WindchILL polycounter lvl 4
    plan to handpaint this

    fbjudKR.png
    5QGw0i4.png
  • JonConley
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    JonConley polycounter lvl 8
    Added some more detailing and did some work on the back:

    IJTvFNG.png

    s6TyMHq.png
  • hmm_rock
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    hmm_rock polycounter lvl 10
    Did a quick breakdown of the scene and started blocking it out (hope to get that progress up later tonight if I can get it running in UDK). Anyone else see the inconstancy with the shape of the main building's roof or am I looking at it wrong? The front obviously curves (orange line) but the back is pretty straight. Any assets I'm missing? I need to get some blacksmith interior ref! :D



    Xske9OJ.jpg?1
    Xske9OJ
  • Featheredhat
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    hmm_rock
    >Did a quick breakdown of the scene and started blocking it out
    cool, and how about road ?
    did you trying to math side sizes of the home's modular props ?

    i'm also trying blocking to math modules sizes
    4888176m.png
  • Thomas Doig
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    Thomas Doig polycounter lvl 5
    I would love to be a part of this, I'm always learning, thanks guys.

    Looking over the rules again, did I miss something? because it doesn't give poly counts or texture sizes.
  • Vasilesco
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    Vasilesco polycounter lvl 8
    @Thomas Doig - Because this challenge is a noob challenge I believe you have freedom to choose your polycount or texture size...I'm not sure :))

    HighPoly is done...Next step, Lowpoly

    on0522G.jpg?1
  • FairyDuck
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    Thank you guys for your feedback.
    I made new texture for wooden part and add some micro details for metal.
    kPYEoZ2.png
  • Dethling
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    Dethling polycounter lvl 11
    @Thomas: it's up to you. The purpose of this challenge is to learn, to experiment and to exchange feedback.

    @Vasilesco:
    Really nice high poly model. I think the cuts in the woods are a little to many, but the metal "damage" looks really nice
  • ryaguy1986
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    ryaguy1986 polycounter lvl 6
    I am going to give this a shot Here is my wip. I still have a bit to go.

    Blocking_Shild.jpg
  • JFROSTBYTE
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    JFROSTBYTE polycounter lvl 4
    Hey everyone, great work!

    @FairyDuck your killing it. At this rate you could get all the shields done.

    I am working on the dragon shield. the art style will be realistic and my first attempt at PBR. At this stage, the base model is pretty much done and the next step zbrush.

    WC7Llge.png

    Ce57smQ.jpg
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 9
    Oh man, I just saw this for the first time, I'm definitely going to participate. This is probably more fitting to my skill level than the other contests.

    I just got one question:
    The rules say that I shouldn't use Ddo. I never used it so I can only guess what it does exactly from their website. However it seems somewhat similar to the whole Substance Package. Is that one allowed or not? Or are just ready made materials forbidden?
  • krztyczekpstryczek
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    krztyczekpstryczek polycounter lvl 4
    @f1r3w4rr10r You can use whatever software you want:) The only reason that Ddo shouldn't be used is fact that creating process is automated. When you don't know how to create decent textures, Ddo do it for you.

    This challenge is all about learning and leveling up. If your main goal is to learn new software nobody stops you. Maybe want become faster with your workflow. Go ahead.

    Make good assets, try to learn something new and good luck:)
  • Recongo
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    look forward to this hope to learn from you guys new ways to model , and texture
  • Marshkin
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    Marshkin polycounter lvl 9
    hmm_rock wrote: »
    Did a quick breakdown of the scene and started blocking it out (hope to get that progress up later tonight if I can get it running in UDK). Anyone else see the inconstancy with the shape of the main building's roof or am I looking at it wrong?


    No, that's how I interpenetrated it too. I think for ease of modeling I'm just going to make them both the same. Debating if I want to straighten it out altogether. I kind of like the unique shape, but it doesn't' make a lot of shape structurally.
  • Phil-424
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    Phil-424 vertex
    Low poly for my shield done, Just gotta unwrap and put in zbrush and attempt to sculpt detail for a normal bake and vertex paint for the first time.
    bJNW2ez.jpg
    TBwy679.jpg
  • skyline5gtr
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    skyline5gtr polycounter lvl 9
    Phil-424 wrote: »
    Low poly for my shield done, Just gotta unwrap and put in zbrush and attempt to sculpt detail for a normal bake and vertex paint for the first time.
    bJNW2ez.jpg
    TBwy679.jpg

    Try to present it with more light or use a typical light rig with 3 lights. That way we can see more of whats going on
  • hmm_rock
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    hmm_rock polycounter lvl 10
    hmm_rock
    >Did a quick breakdown of the scene and started blocking it out
    cool, and how about road ?
    did you trying to math side sizes of the home's modular props ?

    i'm also trying blocking to math modules sizes
    4888176m.png

    I'm thinking a unique brick trim for the road curve might be in order and cobble stones otherwise.

    So I wasn't really planning on doing the building facades that modularity. I was going to make 4 building variations (main/center, tall/curved behind it, larger building to the right, and the two foreground buildings as 1 just different sides). I think the actual fachwerk/wooden beams could easily be modular, and I have two window variations, one slanted for roofs and one flush for walls. Door and chimney too, and anything I missed lol!

    I don't get to use normals at work, so this may come back to bite me, but other than those modular pieces, I was going to leave the rest (plaster/wooden walls underneath) to unique geometry and generic texturing. Someone stop me if I'm wrong :poly124:
  • Doomathon
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    Doomathon polycounter lvl 4
    Some really cool stuff here!

    Here's my block out so far. I am having trouble with the talons.. claws, trying to get them to look like the concept but I am failing miserably. Any suggestions? Also, what do you think about actually adding boards as the wooden backing instead of carving the lines into a solid mesh in ZBrush?

    Thanks!

    dSzLU0n.jpg
  • Bezz
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    Wow! This concept looks sooo tasty!
    Chance to practice me some trims
    If I'm not too late on this
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 9
    Alright, so this is the result of me putting roughly an hour into it. Next up is the rest of the small detail and then sculpting.
    swX3dCQ.png

    Feedback:
    Doomathon wrote: »
    Some really cool stuff here!

    Here's my block out so far. I am having trouble with the talons.. claws, trying to get them to look like the concept but I am failing miserably. Any suggestions? Also, what do you think about actually adding boards as the wooden backing instead of carving the lines into a solid mesh in ZBrush?

    Thanks!

    I'd suggest to add a separate object on top of the wooden boards, which you can use as this outline around the talons. Same deal on the metal part. Also if you look closely, the talons are not actually round, but have a somewhat hard edge on top of them.
    For the boards I'd go with a separate element for each board and then sculpt in detail. Basically like I did with my shield. It's just not sculpted yet.
  • pangaea
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    pangaea polycounter lvl 5
    Well, I'm a bit into the environment. Sadly, I feel the building doesn't make mathematical sense. I also don't know how to texture paint so I will need to focus a lot on that. In particular my sense of colour is really bad.

    Trying to size things up so I put the picture of the house besides my model. I can see I need to make the top bigger and could improve proportions. Plus I need to redo the door.
  • Thomas Doig
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    Thomas Doig polycounter lvl 5
  • JonConley
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    JonConley polycounter lvl 8
    Low rendered in max with normals and ao set to ~25 diffuse

    IvexSLz.png
  • Phil-424
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    Phil-424 vertex
    Try to present it with more light or use a typical light rig with 3 lights. That way we can see more of whats going on
    Thanks for the pointer, clearly still a noob at lighting in max, but I spent this morning learning and setting up a simple 3 point light rig.
    INLBZXV.jpg
    m2n6y1V.jpg
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