Mirn’s Book of Renders

Forum Archive Mirn’s Book of Renders

Viewing 15 posts - 136 through 150 (of 206 total)
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  • #57844
    Keith
    Participant

      😃 It’s finished already, congratulations! 

      Seriously though, it looks like a decent block out! Just keep polishing and it will look great in no time 👍

      #57845
      Michael Mirn
      Participant

        It was way easier than expected!

        #57846
        Michael Mirn
        Participant

          Step 2. Sculpting. The most peaceful, soothing and pleasant process.

          #57847
          Keith
          Participant

            Looks like you’re having a whale of a time Michael……   😅

            This is starting to look really nice! The skin on these creatures is really interesting with all the bumps and cracks. 

            #57848
            Michael Mirn
            Participant

              Yes, the skin of these creatures is truly amazing. It’s like a print of whale’s life: all these scars, shells, wounds, harpoons, bites, squid marks.

              Actually, I am trying to choose which one to do: the realistic one or the “shelly” one. I really like all these tiny details but it seems that I’ll simply lost the actual whale under all that seaweed and such. And eventually that model will become a fairytale like creature, too generic and full of generalizations, not an actual whale.

              #57849
              Michael Mirn
              Participant

                Sculpting is done.

                Still thinking about these shells and seaweed. Maybe I’ll add them to the finished/textured model.
                But firstly I gotta complete that retopology thing.
                And retopology is the main reason I always try to avoid sculpting)

                #57850
                Shawn Blanch
                Participant

                  It’s looking great. The nice thing about retopology on sea creatures is that you are working mostly with cylinder cross sections. I would probably recommend to keep the number of verts within a division of 4 around a cross section, that should help if you need to join perpendicular cylinder sections like the fins to the body.

                  #57851
                  Michael Mirn
                  Participant

                    Thanks, @blanchsb I’ll keep that in mind.

                    Right between “just keep on retopologyzin, it’s gonna end eventually” and “should I use particals for these shells or arrange them by hand”)

                    #57852
                    Keith
                    Participant

                      Ah yes, the joys of retopology – definitely not one of my favourite tasks either. 

                      That’s a great tip @blanchsb I’m also going to keep that one in my mind! 

                      Depending on how clean retopology you want Michael, have you considered Quad remesher? Admittedly, t’s not that cheap for an indie license but I do find myself using this add-on quite often if I just want a quick all quad remesh. I think they do a 1 month trial version if you wanted to give it a blast.

                      #57853
                      Michael Mirn
                      Participant

                        thanks @beefkeef for the tip)

                        I’ve heard about the Quad, yes, and consider that tool as a great opportunity to save a lot of time, but – in my opinion – you should first master the skill and only then stop using it. It’s a tedious path, I know, but it’s fair. This way you can really say that you are the modeler / sculptor / 3D artist / know what you are doing and do not depend on anything.
                        But again, this is my approach, perhaps it only suits such boring persons like me)

                        Generally speaking, I want to make as many as eight characters after that whale. Four archetypes (slim/fit/bulky/obese) for male/female  bodies. And I’m going to start with the same old routine: sculpting / retopo / textures, etc. As soon as the retopology reaches full automatism and I stop thinking where and what is better to do/joint/merge — I’ll probably buy that Quad right away.
                        And I can’t wait for it tbh cause retopo makes me wanna puke.

                        #57854
                        Michael Mirn
                        Participant

                          Step 3: Retopo

                          Thanks to the audiobooks its done. Maybe I’ve even cut off a few verts here and there. Can you tell the difference between the sculpted versus the modeled?
                          Now to the sweetest part — texturing!

                          #57855
                          odunov
                          Participant

                            Forms are looking sweet in that last one!

                            #57856
                            Michael Mirn
                            Participant

                              @drgnclw thanks a lot!

                              But I think I messed it up a little. That tail feels really curly. Way too curly actually for the initial shape.
                              I will definitely regret it when rig time comes)

                              #57857
                              odunov
                              Participant

                                Oh, I actually didn’t see that last one. Yeah, that curve might cause some headache. Good luck with it 😀

                                #57858
                                Michael Mirn
                                Participant

                                  Step 4: Texturing. Still lots of tweaking/coloring ahead.

                                Viewing 15 posts - 136 through 150 (of 206 total)
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