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.