Collab2021 – WIP – createtaiwan

Forum Archive Collab2021 – WIP – createtaiwan

Viewing 15 posts - 16 through 30 (of 70 total)
  • Author
    Posts
  • #65100
    Dave Hudson
    Participant

      Sorry… Just saw this. I guess it’s a moot point now!

      #65101
      Dave Hudson
      Participant

        @luthier @duerer – So, after last night’s Livestream I am making a few changes to my file before jumping into the sculpting and I just wanted to get some feedback on whether I am going in the right direction.

        1.  I separated my original wood pieces (there are 9) and put all the linked duplicates that I arranged in the space to form the actual fence into a separate collection to keep things clear.
        2. I moved the original “lego” pieces to the middle of the world space (by clearing the location and rotation info).
        3. I am simplifying the mesh (I had originally done it all in quads because, well, quads rock) and using more triangles to reduce unnecessary vertices.
        4. I will then duplicate the 9 pieces into a new collection called Fence_High and add the MultiRes Modifier and start the sculpting process.

        I assume that next week when we bake the MultiRes mesh onto the texture of the low poly pieces, that will automatically propagate to all the linked duplicates that make up the actual fence?

        #65102
        Dave Hudson
        Participant

          One more thing… should I be creating holding edges around the major cracks in the wood?

          #65103
          Vincent
          Participant

            @createtaiwan Good question. @theluthier ๐Ÿ‘†

            #65104
            ladymito
            Participant

              I followed the treasure chest tutorial, they use Mark sharp, without reinforcement. I imagine that in order to put multires on it you will need to reinforce the cracks unless you don’t use it and opt for dynotopo.

              #65105
              Dave Hudson
              Participant

                I’m planning to use the Multires as it was demonstrated in the livestream.

                #65106
                Matthew Ullrey
                Participant

                  One more thing… should I be creating holding edges around the major cracks in the wood?

                  I “wood” say yes….

                  When Kent added the holding edges with the bevel tool he described it as a “dirty subsurf modeling” method for only the edges that understandably would need to be harder and reinforced. [CRTL+B] with a little bit of offset (EX.0.0006) and a segment of (3.)

                  He tested it with the Subsurf modifier just to see how it will smooth, then removed the subsurface modifier in order to add the multires. He then added the Multires and set the level to (5.) You can also sharpen edges in Sculpt Mode with the Crease Brush [SHIFT+C], but it is easier to create those sharp edges with the bevel tool.

                  #65107
                  Kent Trammell
                  Participant

                    I concur with @ullreym that the “dirty subsurf” method of beveling everything is a decent way to get to sculpt mode faster.

                    One thing to keep in mind once you’re done adding sculpt accents: All the little nicks and cuts you modeled in the base mesh (as I did in the treasure chest course) – those could possible be removed in the final model for each fence piece. This would optimize the geometry where such details would only live in the normal map. Food for thought!

                    #65108
                    Matthew Ullrey
                    Participant

                      I see…. so keep a Lo rez model for the baked maps to attach to. Then make a medium rez model based on the Lo rez to prepare for a high rez sculpt to produce said maps. Then at some point lose the medium and high rez models when you don’t need them anymore. 

                      #65109
                      Dave Hudson
                      Participant

                        Would that apply only to cuts and nicks that do not show up in the silhouette?

                        #65110
                        Dave Hudson
                        Participant

                          First attempt at sculpting wood!

                          #65111
                          Vincent
                          Participant

                            ๐Ÿ‘†๐Ÿ‘† @createtaiwan Yes, I believe that that would only apply to anything that doesn’t affect the objects silhouette.

                            The sculpted wood looks good, although I don’t think that there would necessarily be that much wood grain on the shorter sides of a fence post. ๐Ÿค” ๐Ÿ‘

                            #65112
                            Ingmar Franz
                            Participant

                              @createtaiwan Cracks that help defining the silhouette or are casting significant shadows should be modeled, the rest is baken into normal maps. Listen @jlampel talking about this here. Your first sculpting attempts on the fence are already very promising ๐Ÿ˜€๐Ÿ‘!

                              #65113
                              Dave Hudson
                              Participant

                                I have already cleared the sculpting and will start again after watching Kent’s upcoming livestream. It looks too much like melted cheese and not wood. I think the cracks need to have harder, finer edges and I’m not sure what tool/brush would work best to achieve that look.

                                #65114
                                Ingmar Franz
                                Participant

                                  I’m not sure what tool/brush would work best to achieve that look. 

                                  @createtaiwan I think, it’s the “Scrape Brush” used by Kent @theluthier here (already in minute 1; Kent renamed the brush to “Carve”) with the “View Plane” set as “Sculpt Plane” which has to be locked.

                                  In Blender 2.9x check “Use Original      Normal” for the locking:

                                  What these settings do, as far as I understand it, is that the brush projects the mesh along the “Face Normal” that the brush detects directly when the stroke is started to a plane parallel to your screen surface in the 3D scene running through the surface point currently under your brush.  You should also check “Use Original      Plane” if you don’t want to reduce your mesh to nothing ๐Ÿ˜‰๐Ÿ˜! With the last mentioned option checked, the distance from your viewpoint to the surface point where your stroke starts is measured and only mesh parts up to a plane parallel to your screen and running through that “stroke start point” (my naming ๐Ÿ˜‰)  are affected. You need that option in your use case.

                                Viewing 15 posts - 16 through 30 (of 70 total)
                                • The topic ‘Collab2021 – WIP – createtaiwan’ is closed to new replies.