Reply To: Polybook – FrikkR

Forum Archive Polybook – FrikkR Reply To: Polybook – FrikkR

#29812
Matthew Fricker
Participant

    JULY 2015 to DEC 2015 – Modelling and shading a Sci-Fi Helmet.

    Although the Piero course was going great, I sometimes found it all a  bit overwhelming as there is so much to take in, and since I had  started it as a long term background project, I decided to also give the  Sci-Fi helmet course a go.
    This tutorial is split into two, The modelling course and the shading course.
    Combined,  both courses take you through the process of creating a Sci-Fi helmet  from a basic sphere primitive, to a full render. The course was a great  way to learn a workflow for sculpting an model from scratch, completely  from your imagination and then re-topologise it to create a render  friendly, super crisp model, full of detail.
    In the modelling course  Kent really pushes you to unleash your creative side and sculpt from  your own imagination, rather than copying his model – a concept that I  tried hard to stick to.
    Starting with a simple sphere , you use the  grease cut function to cut chunks out and give your model an initial  shape. Following that up with a detailled look into some of the main  sculpting tools and techniques, Kent guides you through the process of  detailling and polishing your sculpt. Next you add hard surface details  with the “kit bashing” workflow and a final polish takes your sculpt to  the re-topology stage. At this point, Kent reccomends that you watch the  re-topology videos by @jonathanwilliamson in his weapon retopology tutorial , found here in the archives : https://cgcookie.com/archive/hard-surface-weapon-retopology-in-blender/3
    With  the re-topology complete, you have an epic, perfect sci-fi helmet,  ready to be shaded and brought to life in the shading course.
    In  this, Kent takes you through the method of unwrapping and texturiung  your model, then setting up materials and shaders, to first create a  “fresh out of the factory” look for your model, and then shows you how  to make it super realistic and battle worn, so it looks like it has seen  a lot of action with scratches, grime and general wear and tear. You  also learn how to paint decals onto your model with stencils in the  texture paint mode, and add LED lights and lenses to give your model a  detailed and well polished feel.  

    These two courses are great to get you into a comfortable workflow  that will allow you to create models consistently from initial ideas in  your head, to fully finished renders.
    The two courses can be found here :
    https://cgcookie.com/course/modeling-a-sci-fi-helmet/3
    https://cgcookie.com/course/shading-the-sci-fi-helmet/2

    With my own model, I created a story in my head so I could work with  an idea I had, that would combine hard surfaces and crisp edges, with  some more orgainic elements for something that I feel, turned out to be  truly unique  

    The story:
    “The Shakii are vicious animals, renowned for having  skeletal structures made from one of the hardest materials ever seen. As  a result, they are hunted by the Freedom Division , who combine the  Shakii’s skulls, tusks, teeth and bones with state of the art  technology, to make helmets and armor to protect their army of brutish  warriors”

    The result :

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