Forum Archive › COLLAB2021 – HQ – Stylized Fantasy Environment
I’d bet the Axe from https://cgcookie.com/exercise/texture-painting-an-ax would look good in this. Haha
@bryandr thanks for the post. With such a large number of participants this was probably bound to happen. I’m sorry you feel like you fell through the cracks but fear not. You have done the right thing and posted your desire to be one of the greats despite such adversity.
Thanks for rolling with the punches. Make sure to email Kent as mentioned above and I’ll @ mention @theluthier to keep you counted. We look forward to seeing you be a part of this collab.
Whoops looks like I was messaging while Matt was too. Haha. Well now don’t you feel like the center of attention now Bryan?!
So this is what I was trying to convey, that I’m always curious as to what gives an art piece its appeal.
Here’s the concept art.

I don’t want to throw anyone under the bus, maybe it wasn’t finished, but I saw the render of that concept art and was like uh… that doesn’t feel very appealing as the concept art does. But what is it? Yeah sure the lighting, the modeling, the composition, etc, etc, but then what do I have to do? Model more? light more? do some push ups and run 2 miles and then it’ll happen?
Then someone with skills could take it as it stands and make the right choices and it will suddenly feel alive. But what did he do different? What choices did he make as he was working? I’ve always find it fascinating, that it all boils down to eye and tiny choices adding up to greatness.

This on the other hand, from the references Kent compiled, looks killer. I wonder what choices were made that ended up with this result compared to the one above. Gather up the scientists, we need science on top of this ASAP.

I think you touched on it already, the lighting and textures do play a big role. Also, the staging of the camera adds to the overall feel of the image. The ones you like also have a nice background image. The sky, clouds, soft shadows all lend to the appeal of the image. The low-poly image does have a particular charm all on its own, though.
Yup I agree. The Melvin is in the details. The textures, mesh details, lighting, and environment. But there is a secret sauce that totally sells the piece on top of all of that and it’s finding a way to bring the piece of art to life like a god breathes air into a newly created human. My question is how do we ignite that spark?
This piece totally makes me think of you Omar, it’s one I saw a long while back: Somehow you have a knack for this kind of thing.
The difference is one is a piece of artwork and the other IMMERSES you into an artists’ world.
It’s kinda like reading a children’s book versus getting sucked into a Harry Potter universe.
I think it had a lot to do with understanding the details so well that you consider the smallest things like how the waves crash up against the fishing boat. How the puffin would be nesting. The struggles of a group of fishermen. The insatiable hunger of Seals.
Thank you guys!!! All of you guys are the best!!!
Here’s the wireframe: It’s not that many vertices.
Just look at that emotion built into the scene!
We need to figure out how to get into the head of our concept artist/creator and into this Spice Vendor World in a big way if we are going to pull this off the way you envision it.
I might as well start off by studying spices and spice vendor world and old carpentry/masonry (for my teams part anyway)
It just so happens this particular artist describes how he goes about creating such immersion:
https://80.lv/articles/joel-zakrisson-mastering-3d-art/
I don’t think everything applies in this project but I learned some important takeaways reading how he goes through the main process and then builds on it later.
Thanks!
A way to directly jump to the Answer would be really really helpflull here.
Just spend about 10 Minutes searching for this post….
Hello Cookies
You are all extremely motivated and communicative.S o much power in this thread :).Not very easy to follow here.
So I guess the communication will be my biggest challenge.
I am not a native speaker, so I guess I need a lot of time for reading all these stuff ( and understand).
Communication and Questions will also be a challenge because sometimes I´m even not be be able to describe a Blender problem in my own language.
There are way too much to read- my poor brain – so I hope there will be some time for blender.
I like the stylized theme very much and did the seashack tutorial recently.
But especially I`m very exited about the teamwork and communication and I have no experience with google drive so far.
With wise foresight I decided for the assets accessories, so I hope I can handle blender and communication;)
So this is going to be an interesting project for me.
See you at the live stream:)