COLAB2021 – WIP – lexicolopolis

Forum Archive COLAB2021 – WIP – lexicolopolis

Viewing 15 posts - 76 through 90 (of 110 total)
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  • #66369
    Carlo
    Participant

      @lexicolopolis I would say, go for it!  No time to waste ;). Looking forward to the result.

      #66370
      Beau Kromberg
      Participant

        @lucky It’s funny, I shifted directions again. But I feel really good about where I am. I’ve been doing this all wrong and I wish someone would’ve stated what I now think is  the obvious solution. I needed to take my low poly objects and just model in the cracks and larger details and give them bevels. And then sculpt. The style sheet makes it pretty clear that all of the wood details are done that way. I think I realized this a long time ago but then forgot about it. 

        #66371
        Carlo
        Participant

          @lexicolopolis Only downside of modeling the cracks is that you can’t just slap on a Multires modifier without making some extra edges in the lowpoly. It’s as Kent said, the dirty way 😉

          My workflow is:

          1. Put bevel on lowpoly so sharp edges stay sharp when subdivided. 

          2. Subdivide the mesh enough to have a smooth model.

          3. If everything is smooth enough, go to sculpt mode and remesh it with a small enough face size, the result will be a mesh with nice even faces so when sculpting you have the same behavior in all directions, so no stretching.

          4. Add Multires modifier and start sculpting, a lot of scraping, adding seams, pinching, more scraping and so on 

          #66372
          Kent Trammell
          Participant

            WOW. @lexicolopolis Your thread only gets more epic each week! So interesting to see you get caught up on various styles of sculpted wood…all of which I kinda like 😅

            I’m with Spikey that this is probably my favorite:

            Though I really like this as well:

            A mix of both would be incredible. BUT you’ve done so much work here that I assume you’ve saved versions of each one and I say go with the grey one above 👍

            Keep up the amazing work. I gotta give you some extra points for the effort and dedication to style interpretation. A supervisor would LOVE to have options like this to choose from.

            #66373
            Beau Kromberg
            Participant

              Finally figured out how to do what I wanted to do, and made some good progress. Just a few things left to remodel. Then I can use a mask to add wood grain. And finally be done with sculpting. Oof.

              #66374
              Peter Varga
              Participant

                looks great!

                also, just love how you’ve logged the entire process…

                #66375
                Beau Kromberg
                Participant

                  @rationalrats Yeah… I apparently post too much 😅

                  #66376
                  Vincent
                  Participant

                    @lexicolopolis Too much is better than not at all.

                    #66377
                    Beau Kromberg
                    Participant

                      Everything is baked except the ring boards, which need to be completely redone cause they look like hot garbage.

                      Possibly restack stones, combine and lattice them. 

                      So much to do still. 

                      I hope this looks better with a coat of paint and proper materials. I’ve always struggled making things look decent in Eevee. Autosmoothing on? Autosmoothing off? I don’t know what to do with these normal maps to make them look decent. Hahah

                      #66378
                      Carlo
                      Participant

                        Looking great! You have put a lot of effort in this.

                        #66379
                        Beau Kromberg
                        Participant

                          @lucky Thanks! I don’t feel that great about it still. I really hope paint pulls it together. The struggle is still very real. 

                          I feel like I started to get the hang of sculpting this kind of stuff toward the end.

                          But as normal maps, none of it looks that great. Eevee’s render engine seem to accentuate pixelation that isn’t visible in viewport. My lack of experience using normal maps probably has me expecting to pull too much out of them with too little geometry, and too little texture space.   

                          #66380
                          Beau Kromberg
                          Participant

                            @lucky Specifically, all the cracks in the wood look fine as sculpts, but when rendered as normal maps they all seem to pucker. 

                            But you can tell, there’s just too few pixels. And my UVs are pretty crammed in. 

                            #66381
                            Carlo
                            Participant

                              How large is your texture map? I think I’ll go for 4k because of smaller will probably give pour results with baking. I still am organizing my scene before starting baking. Hopefully I can show something tonight. 

                              #66382
                              spikeyxxx
                              Participant

                                Autosmoothing has not really anything to do with the Normal Map…

                                #66383
                                Beau Kromberg
                                Participant

                                  @spikeyxxx   Not literally, but certainly in effect.  If you’re taking an object that is inherantly more smooth because its been sculpted,  and applying its normals to a low poly mesh, attempting to hold those low poly edges sharp is going to fight those smoothed  details. So that’s all I was pondering.

                                Viewing 15 posts - 76 through 90 (of 110 total)
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