COLAB2021 – WIP – lexicolopolis

Forum Archive COLAB2021 – WIP – lexicolopolis

Viewing 15 posts - 16 through 30 (of 110 total)
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  • #66309
    Dani Tufeld
    Participant

      Looks amazing, Great work!!!

      #66310
      Peter Varga
      Participant

        @lexicolopolis LoL!

        There can be only one!
        triple LoL! so good… the highlander reference, on multiple levels…
        : D
        bla…
        right…
        /laughs it out to make room for serious stuff…

        first thing’s first:
        Great job!

        from your research (that I happen to know of, being in the same group, same asset ; ) over design decisions to implementation…

        COMPLIMENTS!

        : )

        cannot help but question the highlander approach to the final th0…
        (no worries, not about to start a revolution, just thinking outloud… the whole cooperation – competition juxtaposition ; )

        #66311
        Kent Trammell
        Participant

          Wow! This is awesome @lexicolopolis! The most refined model I’ve seen so far. Way beyond the expectations of week 1 👏

          I’m in love with the stone work and bevel-y imperfections everywhere. You’ve got a great artistic sense about your modeling.

          My only question is about optimization. 4.5 vertices isn’t terrible but I also see a lot of room for lowering the polycount. Namely the unseen sides of all the stones. If you continue this into a “high-res version” of the asset, including sculpted accents, an optimal retopology could set you up for amazing efficiency while capturing all the detail in a normal bake.

          For week 2 don’t worry about optimal geometry. Go for high res and make it gawgeous! We can optimize in week 3.

          #66312
          Beau Kromberg
          Participant

            @theluthier Thank you so much for the encouraging feedback! With 130 signups I’m sure the grading is unwieldy. Looking forward to tomorrow’s stream!

            #66313
            Beau Kromberg
            Participant

              Set up UVs and VERY slowly figured out how to bake normals again without skewing. Also made a bunch of nails, bolts, brackets, etc to bake into places. I wanted to set up all my cages and make sure that each one bakes the extra geometry properly before moving on to sculpting anything. 

              #66314
              Carlo
              Participant

                Looking good, baking normal maps can be tricky. I would first do the sculpting and after that finalize the low poly model because you may have to change it after the sculpting. And then you would have to redo your UV’s. 

                #66315
                Beau Kromberg
                Participant

                  @lucky Yeah I was playing with sculpting it this morning.  I only plan on doing sculpted detail on the rocks and probably the center bearing. I tried sculpting a bit and it makes baking normals a pain.  I think it definitely makes sense to do on metal objects,  but on wood I’m not so sure. Also, i suck at sculpting textures. 😅

                  EDIT:  Ugh, I am going to have to sculpt all this. Very out of my element so this is gonna take a lonnnng time.

                  #66316
                  Beau Kromberg
                  Participant

                    @lucky Yeah, the workflow for this is going to straight up need to be sculpted to get the result Kent is asking for. 

                    I’m sure once I get one plank of wood done the rest will come naturally, but this definitely not within my comfort zone. 

                    #66317
                    Mona Loren
                    Participant

                      Very nice progress. I was also thinking about which workflow is right and the best.

                      Do you bake the normals with cages? Interesting, haven´t done this often so far. In the past (Blender Version 2.4.xxx) I´ve done some normal maps, but havent done much since version 2.8.
                      Normally I made the UV`s before the High-Poy Mesh. That works well with small objects, not so detailliert one and rather low poly. Sometimes I run into the problem to have to redone the UV`s, because of some changes I made.
                      It is possible to copy UV over, little bit tricky and I can´t explained the workflow anymore- sophisticated 😉
                      but therefor there should be not too much differences.
                      So, I think the optimale workflow depends on the particular model.

                      #66318
                      Mona Loren
                      Participant

                        Something else comes into my mind right now. When you sculpt with dyntopo. That definitely destroys the UV map and a new one has to be found;)

                        #66319
                        Beau Kromberg
                        Participant

                          @monaloren I also haven’t baked normals in a long time, but it would have been 2.7. Which is why I mapped things just to figure out baking again. 2.9 is so different that I thought the process might be different, but it’s pretty much the same. The retopo won’t be bad for anything I’m working with, but I think it will be essential to get the geometry to match up with wood cracks and things. 

                          Also yeah, I usually sculpt in dyntopo. But I also usually sculpt objects that have more …. form. It’s so much harder working with all these wood boards. Hahah

                          #66320
                          Carlo
                          Participant

                            @monaloren @lexicolopolis  Only the UV map for the low poly model matters. The high poly sculpt doesn’t need to have any UV maps. 

                            #66321
                            Beau Kromberg
                            Participant

                              @lucky Oh I know. All I was saying is that by the time I finish sculpting this, it certainly will likely a new lowpoly model to match all cracks I’m putting in the wood. If the Silhouettes don’t match it’ll break the illusion. But we’ll see after I bake one.

                              #66322
                              Beau Kromberg
                              Participant

                                First stylized wood sculpt attempt. I think I have a technique down now. I made kind of a mess of the plank during my hours of experimenting, so I’ll probably scrap this and start over with what I figured out. But I think from this point I’ll be able to make my wood parts a bit quicker and consistent across their topology. 

                                #66323
                                Beau Kromberg
                                Participant

                                  @lucky Actually, I’m surprised. Multires worked without any extra help. I tried it earlier and it didn’t bake well at all. Need to work on my sculpting still. hahah 

                                  I still wonder if my pieces with silhouettes will look alright

                                Viewing 15 posts - 16 through 30 (of 110 total)
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