Forum Archive › Collab2021 – WIP – elubie
Yes, @theluthier , I was aware that this is too realistic for the artwork – just wanted to experiment a bit, I hope I can match the stylistic nature of the artwork next week. Will be a challenge to get consistent style across all assets and match the style of my fellow artists.
Really impressive work, @elubie 👍! Congratulations to the well deserved extra-points 👏😀!
First sculpting of wood. Still trying to figure out how to get close to the desired style – any suggestion is welcome, since sculpting is definitely not my strength. Will be a tough weekend 😉

@elubie – Andrea, you are doing excellent work. As you may be aware, I have been assigned to create a blog on the progress of our project. I would like your permission to showcase your work in the blog. I would display the cart image that you submitted for your 1st homework assignment and provide a link to your WIP. There will be no commentary. The blog is taking longer to launch than I had hoped, but it should be released in “the next few days.” Do I have your permission to showcase your artwork?
CC: @duerer and @theluthier
@splat21 Sure, showcase my artwork on the blog – it’s publically available here in the forums anyway. Consider the images being shared under the same Creative Commons (CC-BY-4.0) as the whole project will be.
This is looking GREAT @elubie 👏
Finally had time to work on the sculpting. I did remodel the cart a bit mainly went back to the low-poly for sculpting and did necessary size adjustment and some tweaks (back of the cart was reported to be indeed rounded and made nicer handles and connection to the wheel axis)

Sculpting was fun, but I’m still struggling a bit with it. Got about half the pieces done I think, but I might have to maybe make one or two variants for the duplicated boards, depending on how noticeable this will be.

With MatCap the dents and strokes look too strong, but the actual render is not so strong and with the baked normal map, I *think* it should be ok as it can be tuned down a bit.

@duerer If you have any feedback before I jump into sculpting the rest of the pieces, let me know so I can try to incorporate it.
@elubie I you hadn’t written that sculpting isn’t your strength, I wouldn’t have noticed it 😉! But seriously, the is an excellent work👍!
@elubie With the sculpted boards being incorporated into your cart model, this is looking awesome 😀👍! I think, it was Kent @theluthier in his “Modeling Realistic Characters with Blender” course here who mentioned – when sculpting skin details – that this has to be exaggerated since the final shading will blurr those details. Skin is certainly a special case with its “Subsurface Scattering” but your example shows that this “sculpted details blurring” also applies to a certain degree to other shaders.
@duerer @theluthier Submission question: Unfortunately I made a probably noob mistake of going too high-poly in my sculpting.
This means for the submission, the whole assembly of the cart is much too big (more than 1 GB) – even with the same plank meshes sharing data. I have each plank sculpt in a separate .blend file, so baking the textures should not be an issue and I expect to be able to submit everything fine next week, once the baking and texturing is done, the base model is quite low poly still.
Would a picture of my sculpted cart be enough, or should I spend time reducing the high-poly sculpt until it is possible to submit?
Trully nice piece of wood, lovr ot. You did great with the sculpting 😁
I wish I could sculpt that well, really impressive
Homework Submission – Week 2 – ACCESSORIES STANDALONE – cart
And now I probably officially failed 😉 Due to my stupidness, I spent far too much time getting the high-poly cart assembled in a single file, which resulted in huge issues with Blender responsiveness and tested my patience to no end.
However, this makes me officially a bit over an hour late and I also did not manage to sculpt all the parts (one visible plank still missing as well as the axis and one part hidden under the cart.), but I finally managed to hold everything together, so here are the pictures: (I will not submit my huuuuge file to the Google Drive for now, next week after baking I should be back in low-poly land)
I plan to finish sculpting before the stream on Tuesday, but for now this is what I managed.
UPDATE [2021-04-19]: I managed to reduce the polycount sufficiently to be able to sync to Google Drive now too, at the loss of some of the sculpting detail (still saved locally here to be used for baking), but overall should at least give good enough impression of my sculptted model.



Small update: Got everything sculpted:

First bake test, just baked normal map on low-poly mesh (cube with one level of bevel modifier applied).
