COLLAB 2021 – WIP – duerer

Forum Archive COLLAB 2021 – WIP – duerer

Viewing 15 posts - 31 through 45 (of 85 total)
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  • #67535
    Ingmar Franz
    Participant

      Trying to eyeball the oriel:

      #67536
      Vadim Zaitsev
      Participant

        Looks great so far! Also as I’m working on the interior, we might have to add one more chimney for the kitchen, which will be situated on the short side of the residential part roof, so it doesn’t get seen from the main camera angle. I guess I’ll have to release an updated version of the back view, since there are some things I forgot to add in all the haste, and some things need to be changed with the interior development.

        #67537
        Ingmar Franz
        Participant

          Thank you, Vadim @harbinger_ua 😀! I’m looking forward to the updated back view and the interior views 😀!

          #67538
          Ingmar Franz
          Participant

            I’ve updated my Spice Vendor’s House blocking:

            Front view with a small part of the oriel at the right house side visible as well as the reshaped and repositioned blockout mill wheel:

            The same in wireframe mode:

            Aerial view from southwest:

            The house backside and southern side with the oriel, a repositioned and reshaped blockout mill wheel, the bridge arc extended to southern wall of the northern house tower, a third chimney which is hidden behind the left artwork chimney in front view and reaches down to the kitchen and finally my personal fun project, the veranda 😀: 

            My new veranda version allowing two house backside windows (no official Collab2021 part, just my personal fun 😉😁):

            #67539
            Ingmar Franz
            Participant

              I had to do some corrections on the chimney and detailed the third chimney which reaches down to the kitchen:

              Sculpting will follow now 😀.

              #67540
              Ingmar Franz
              Participant

                Before starting the sculpting I’ve added some mortar in between the stones:

                It’s only a subtle difference but adds to realism.

                #67541
                Ingmar Franz
                Participant

                  Instead of an Homework Submission – Week 2 – Chimneys @theluthier

                  This is my first trial on sculpting the chimneys (here the left chimney in the artwork) after having almost completely rebuilt the chimneys again:

                  Ok, this is something, the question is: What exactly? I definitively need more trials since this is simply ridiculous. I probably have to add more subdivisions because there is a noticable stretching in some areas when sculpting with Multires.

                  #67542
                  Ingmar Franz
                  Participant

                    Second attempt, with more and evenly added manual subdivision before adding the Multires Modifier. I’m using “Face Sets” in order to mask out the mortar joints (“Face Set” for the joints created from an “Edit Mode Selection”):

                    #67543
                    Shawn Blanch
                    Participant

                      @duerer man I was struggling with the face sets. I wonder if it was because my base mesh was not high poly to begin with. That brick pattern texture looks great.

                      I would maybe like to see even more authentic battle damage like the one in your face set there!

                      #67544
                      Ingmar Franz
                      Participant

                        Thanks, @blanchsb! The stone texture is made from procedural “Cloud” texture and the damage is actually a hole visible in Vadim’s @harbinger_ua artwork. I’ll try to add some more damage but this will make some changes in the low-poly mesh necessary if it’s deeper holes, especially those which affect the silhouette. It’s tedious work because the number of stones rises with the widenening towards the bottom so that I can’t simply use a cuboid with lattice deformation. But I think that it will pay off in terms of realism. Today I had a lot of work with smoothing edges:

                        1) Before 

                        2) After

                        Now, I’m working down the chimney again adding dents and cracks and more roughness in areas where I had to smoothen the edges. Here the top of the chimney:

                        Some corrections to the lowpoly mesh will be necessary because the angle of some faces has slightly changed during the edge smoothing.

                        #67545
                        Kent Trammell
                        Participant

                          I’m sorry to read that week 2 gave you a hard time @duerer. It looks to me like you’re focusing too much on high frequency detail and not the broader shapes like scraping off the hard, perfect edges in favor of a hand-chiseled look. Here’s a quick video of me sculpting a few of your chimney stones:

                          90% of this is only the Scrape brush chiseling the perfect, uniform blocks into imperfect, hand-made versions. I also used the Crease brush to vary the depth of the crevice between blocks. The goal here is “handmade” and “imperfection”.

                          Once you achieve these broad accents, you might not even need high-frequency texture detail like you were pursuing. That tends to look too realistic anyway.

                          Let me know if this helps!

                          #67546
                          Ingmar Franz
                          Participant

                            @theluthier That definitively helps 😀👍! I want to get that done quickly and start texturing the chimney. And after this, I’ll make them smoke 😉😁! Thank you for showing the “Edit Mode” view as well since I had a problem with pinching at some stone corner. You obviously avoid this by making the sharpening bevel  (serving as holding edges for the later Catmull Clark subdivision with the “Multires Modifier”) running through the mortar joints. When it comes to the finer stone structure (like e. g. sandstone, tuff or pumice), I experienced that I needed a more even and therefore more dense manual subdivision because the stone pattern looks like an array of horizontally orientated rectangles which causes an ugly stretching with small detail brush textures. So, do I see it right that I just texture paint this graininess and only bake normal textures for the bigger details like e. g. cracks?

                            PS: One technical question about tablets: How often do you need to replace the pen’s nib?

                            #67547
                            Ingmar Franz
                            Participant

                              @theluthier I’m wondering how far I’ll have to edit the low-poly mesh since using the Scrape brush also changes the silhouette at the edges which probably will cause problems when baking normal maps to the low-poly mesh with its hard edges.

                              #67548
                              Ingmar Franz
                              Participant

                                Trying to apply what Kent @theluthier demonstrates in his video above:

                                #67549
                                Ingmar Franz
                                Participant

                                  Quick update concerning the chimney sculpt:

                                Viewing 15 posts - 31 through 45 (of 85 total)
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