COLLAB2021 – WIP – hunter-x

Forum Archive COLLAB2021 – WIP – hunter-x

Viewing 15 posts - 1 through 15 (of 32 total)
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  • #13758
    Matthew Halls
    Participant

      Currently working on Vase B for the project, but we’ll see whether I feel up to grabbing anything extra once the asset lists for the rear and (if it happens) interior of the house are finalised.

      Homework submissions:

      Original Post:

      My thread for the project; please enjoy the vast nothingness it contains (for now).

      Leaning towards the Accessories section but I haven’t settled on a specific asset – I’ll sleep on it for the moment and see what the interest levels are like for the different areas once I wake up.

      #66224
      Matthew Halls
      Participant

        This is where I’m at with my vase so far; tried a few different ways of shaping it and ended up going with a Curve to define the silhouette, then Screw and Solidify modifiers to produce the mesh followed by some manual tweaks and optimisations. I’m reasonably satisfied with the general shape relative to the reference image, though I haven’t decided yet if I want to bevel the sharp edges slightly and/or try to reduce that vertex count a bit further. Got a bit of a headache this afternoon so I’ll probably sleep on it and make any tweaks based on feedback tomorrow before submitting the final version for review. 

        #66225
        Ingmar Franz
        Participant

          Perfect match of the artwort, @hunter-x 👍! A very sligtht  bevel (one segment only) would make it look more realistic in a closer view, especially the upper rim where the two edges are currently looking razor-sharp:

          #66226
          Ingmar Franz
          Participant

            @hunter-x Just a quick reminder. We still need a name for our team? What’s your vote?

            1) Shabby Chic 

            2) All Access(ories) 

            3) Shabby Fresnel Chic 

            4) The Stan Dalones 

            #66227
            Matthew Halls
            Participant

              @duerer At first glance I’m leaning towards either 2 or 4 (possibly more the latter since we’re technically not doing ‘all’ the accessories), but I’m not going to be especially upset if other people prefer something else.

              #66228
              Matthew Halls
              Participant

                Here’s a few work-in-progress screenshots from yesterday for the sake of properly documenting my progress:An initial concept before I switched to using curves; the plan was to block out the mesh then use either Subdivision Surface or Bevel modifiers to smooth it out, but I was having difficulty getting the shape to look quite right.I switched to defining the silhouette with a curve, then used the Screw modifier to generate the vase and a Solidify modifier to, well, solidify it.The first version of the vase had faces inside it, but I removed those once the spice was added since they’ll never actually be seen.I tried filling the base of the pot using the curve, but the Solidify modifier started playing up and making faces pass through each other on the sharp edge, so I had to do it manually.I converted the vase to a mesh and filled in the hole manually, plus I chopped off the bottom to flatten it out. Later on I went back and adjusted the size of this part slightly to better match the reference image.The spice was done using the same curve-and-screw method as the vase, albeit with a much less complex curve.

                #66229
                Matthew Halls
                Participant

                  Homework Submission – Week 1 – Vase B

                  @theluthier 

                  Following feedback yesterday I bevelled some of the sharp edges slightly (I’ve left the join between the stand and pot and the hidden edges underneath the stand as-is for the time being, though I can always adjust them later) and now I think the model is about sorted for the week. Since I’m not aware of the specific polycount limit for assets just yet I left it at the default for the curve, but it’s simple enough to dissolve some of the edges if we need to optimise things later.

                  #66230
                  Ingmar Franz
                  Participant

                    @hunter-x  Two names are going head to head, so could you please vote for one of your two favorites?

                    #66231
                    Matthew Halls
                    Participant

                      @duerer In that case I’ll go with #4.

                      #66232
                      Ingmar Franz
                      Participant

                        Thanks, @hunter-x, for you answer.

                        #66233
                        Kent Trammell
                        Participant

                          Fantastic work this week @hunter-x! I love the curve approach instead of polygon modeling – Clever! You’ve easily earned full points this week 👍

                          Are you comfortable converting this to a mesh for sculpting accents in week 2?

                          #66234
                          Matthew Halls
                          Participant

                            @theluthier The file as it stands has already been converted to a mesh (the Solidify modifier didn’t like me trying to fill in the base while still using curves) but it shouldn’t be difficult to increase the geometry for sculpting. Currently planning out how I want to balance the detail work between sculpting and procedural details in the material; my first instinct would have been the latter (given that I’ve been going through the Shading and build-a-snowman courses on the site lately) but it depends on how much larger-scale detail I want to add to the shape of the pot or if it’s more uniform due to the wheel sculpting (with the exception of the horizontal bands that result from that method).

                            #66235
                            Kent Trammell
                            Participant

                              @hunter-x You make a good point about sculpting vs procedural texture accents. Personally I never skip a chance to add some hand-sculpted touches but it’s a valid approach to do it in the shader only.

                              Here’s some examples of surface quality I’d like to see (whether sculpted or procedural textures):

                              #66236
                              Ingmar Franz
                              Participant

                                @hunter-x Congratulations to full points 😀! I’m looking forward to your detailed version of the vase 😀! Personally I would use the procedural shading for the basic material structure and sculpting for details as the diagonal crack in the last of Kent’s @theluthier ‘s  example images above.

                                #66237
                                Matthew Halls
                                Participant

                                  Here’s a few more WIP pictures as I set things up for submission this evening:

                                  Added the vase to the Google Drive file, and it appears to be just a little bit too large!

                                  Much better.

                                  Here’s a shot of how it compares to the reference image.

                                  The way my mesh was generated by the curve means that there’s more edges on some parts of the vase than others.

                                  This means that there’s a lot more faces on that area when I subdivide it, which isn’t great when aiming for higher levels of detail.

                                  I ran a 4-degree Limited Dissolve on the mesh to merge some of the edges.

                                  Marginally less smooth, but still close enough to be acceptable.

                                  The number of faces still isn’t even across the entire mesh, but it’s a lot better and makes it a bit less taxing to subdivide it.

                                  And this is where I’ve gotten so far with my sculpting – a combination of Scrape and Smooth on the surface of the vase (the trick is finding a balance between adding detail and keeping the overall shape fairly uniform), a slight pinch on the edge of the stand and not pictured I also flattened/smoothed the underside of the stand to reduce some ripple effects from the subdivision process. I still need to consider finer detail such as cracks and horizontal banding, though whether I include them in this week’s submission or as part of the shader (either procedurally or texture-painted) depends on whether I can sculpt them to an acceptable quality.

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