Khai Van LHOMME

Forum Replies Created

Viewing 9 posts - 1 through 9 (of 9 total)
  • Author
    Posts
  • in reply to: Collab2021 – WIP – navik #65299
    Khai Van LHOMME
    Participant

      Hi again people!

      Time has been limited these days.. But, I still managed to put a few hours into Blender ๐Ÿ™‚

      First things first, I fixed the part of the roof that was asymmetrical based on the information given by @blanchsb on Discord. That was easy. But of course, things wouldn’t be interesting if everything ran smoothly :p

      I realized there was actually a whole part that I missed:

      But, that was alright. Not that much time was spent on that.

      Then I decided to check @andybegg ‘s WIP thread, as his work pretty much guided me right from the end of the first week, to see if there was anything I should be aware of when it came to the whole baking/texturing process. I’ll admit, it was with a little frustration that I discovered I did the exact same mistake and forgetting the sculpting for some meshes:

      I think it’s simply because contrary to the wooden planks and tiles, there are none that are duplicates, so I did not have them in my Base_Meshes collection (the group in the background). 

      Anyway, I decided to put that aside for now, and give the baking a try, so thanks to the streams being recorded I went back and checked the week3 livestream.

      At first I made the mistake of UV unwrapping all the meshes into one textures, which gave less-than good-looking normal maps, with really not refined details . I kept going back into the stream to see if I had missed anything, and at one point it clicked: my meshes’ textures were lacking texel density. So, I tried to separate the wooden planks’s UVs from the other meshes, giving this normal map:

      There are those bad spots on the right side, but after checking where they were on the mesh and thinking about the fact that the camera would probably never go up close to the planks, I figured it would be okay to leave them like so. Of course if you tell me I should go back and fix those I’ll try.

      But hey, here’s what it looks like it rendered !

      And thanks to the linked duplicates (probably one of the best things that I learned about since the project started), without additional work, here’s how it looks on the roof itself ๐Ÿ˜€

      I think that’s it for this update. 

      I’m sorry that it’s taking me so long to progress, but between my day-job, working on the take-home project/preparing additional interviews for the company I applied to, and just life in general, I don’t get as many Blender sessions as I would like to ^^’ 

      Not giving up on this though ๐Ÿ™‚ I’ll try to complete the sculpting for the outer planks, and make the rest of the textures for next time.

      (not mentioning @Kent as it’s not the final update)

      in reply to: Collab2021 – WIP – navik #65298
      Khai Van LHOMME
      Participant

        Hey !

        @ullreym Thanks for your words man ๐Ÿ˜€ I think I can say now I enjoy the sculpting aspect of 3D modelling ^^
        I also have an even deeper respect for the professional artists doing high quality sculpt work now :p

        @theluthier Thank you for the advice ๐Ÿ˜ฎ I’ll keep that in mind next time I do wood sculpting ๐Ÿ˜€

        I encountered some topology issues when I started re-working on one of the meshes which made me waste a bit of time as I discovered it half-way through sculpting it ^^” It was caused by one of the mistakes I mentioned previously actually, when I beveled everything…

        But, at least now I think I’ll be able to fix modelling mistakes ๐Ÿ˜€

        I also could not figure out why sometimes the sculpting was not “homogeneous” in terms of details:

        Here’s the top part of one mesh:

        And here’s the side of the mesh (right side of the previous screenshot):

        Fortunately it’s not a part that would be zoomed as closed as this in the final scene so I figured it would be acceptable just like this, but if anyone knows I’ll be glad to hear ^^

        Anyway, I’m still quite behind schedule, but here’s the improved sculpting work (didn’t make too much change on the tiles) \o/

        I think now I’ll have to figure out how to find some time to watch the week3 livestream … (I think I mentioned in a previous post I had an job interview to prepare for; I now have a take-home project to do for the second step of the evaluation process :tired:)

        In any case, thank you again Kent for this project, I know I’m learning a lot, and enjoying it !

        in reply to: Collab2021 – WIP – navik #65295
        Khai Van LHOMME
        Participant

          Small update on my sculpting work

          So, I started this morning trying to follow your advice @theluthier , and make the cracks and crevices more refined, and I just couldn’t manage to do it properly, kept circling around without getting the sculpting to look better. At one point I tried to use the Scrape tool with the Sculpt Plane option set to Z-Plane to ” flatten” back the borders of the cracks but it just did not look right:

          Those are LongPlank_A (top) and LongPlank_B (bottom); LongPlank_A being in the first sculpt version. LongPlank_B here is what I got before getting a lunch break.

          I kept looking back at your gif and at the style sheet from the Google drive, in the end I decided to remove and add back the multires modifier and start from scratch. I ended up with this:

          I think it’s a lot better, and so here are two things I think I did wrong on the first sculpt version:

          • The Radius value I used for the brush was really not small enough, and the Strength value not high enough;
          • I used way too many times the Smooth shortcut;

          Here’s a screenshot of what I have for now:

          I did the same for those two improved planks (LongPlank_A / MediumPlank_B), and re-started the sculpting from scratch. I’m considering now whether to also do the same for the rest, or if I should spend some time to try again improving the existing sculpt. Any advice on this point would be really welcome ๐Ÿ™‚

          That’s all I got for now, I’ll continue a bit more tonight and over the weekend, I think!

          in reply to: Collab2021 – WIP – navik #65294
          Khai Van LHOMME
          Participant

            Hello! Sorry for the delayed answer! (thanks @blanchsb for pinging me via the asset list)

            I tested the switching in/out of the Edit mode and yes, it seems to be enough to avoid the  weird seam ๐Ÿ™‚
            Also I think you misread my post, I did use a tablet to sculpt, thanks to a friend who lent me hers! But now I know that if I want to do more sculpting work I have to buy my own, there’s now way I’d sculpt with just the mouse x)

            I’ve taken a day off on Friday so that I can spend some time on improving everything. I know I’ve got a whole lot to catch up on ^^’

            Thanks a lot for the gif ๐Ÿ˜€ 

            in reply to: Collab2021 – WIP – navik #65292
            Khai Van LHOMME
            Participant

              Homework Submission – Week 2 – Roof

              I wasn’t sure if this submission should be titled as week 2 or 3, but decided for 2 since it’s the sculpting work I should have done last week ^^’

              Fun fact, I had tried to start sculpting with my mouse at first but quickly realised that it was far from optimal, and was lucky enough to have a friend of mine agree to lend me her tablet for a few days ๐Ÿ˜€ I think it really helped me not to get frustrated too much x)

              Here’s a screenshot of what I think is the final product (the four tiles without sculpting will be duplicates of the first on the left):

              I really enjoyed this, and at least now I know I need to buy a tablet for the sculpting :p

              Among the issues I encountered, here’s a screenshot of something that happened quite often, and I haven’t been able to find out what exactly caused this “seam”  to sometimes appear while I was sculpting.

              Another mistake I kept doing for far too long before realizing it was that I used the multi-res modifier without high enough subdivision values. I did most of the wood beams before thinking about trying a level 5 subdivision (instead of 3), and so I kept wondering why a lot of my brush stroke looked kinda “meh” and “pixellated”. Had to go back and redo almost each one of them, but then I also realised some of the planks (one of the smaller ones and one of the medium ones) had some geometry issues, with crossing edges and not really correctly placed vertices. I did my best at fixing those too.

              Anyway, not the greatest sculpting I’m sure, but for a first time, I’m still quite proud of how it looks ^^  I should have a bit more time next week so I hope I’ll be able to catch up with the rest from there ๐Ÿ™‚ Thanks for reading !

              in reply to: Collab2021 – WIP – navik #65289
              Khai Van LHOMME
              Participant

                Thank you both @blanchsb and @theluthier for your kind words ๐Ÿ™‚

                I’ve just had a surge of motivation (coupled with insomnia, perfect combination :D) and spent some hours on the modelling re-work.

                So, here’s what I did:

                I only did pairs of beams instead of sets of three as I felt it was a whole lot already. For the roof tiles, I used a total of 8, but 5 of which are actually all the same, so that the majority of the tiles made by the Point Instance geometry node are “good” tiles. The 3 others are there for a bit of variety with small breaks in them.

                There were 2 things that took me a lot, lot longer than what it should have been. :

                – First, I had setup a BASE_MESHES collection, separated from the rest, which contains the meshes from which I’d duplicate everything else.  After I had modeled all those, I wondered why the actual roof’s meshes were not similar. As if the bevel modifier I was using was not applied to all the duplicates. That’s when I made the mistake of launching myself into manually beveling each of the base meshes, thinking “ah well I should have applied the modifier before link-duplicating them”. 

                – Second, I was not experienced with “manually” beveling meshes. I don’t know what happened in my head but I figured “hey the modifier’s probably applying a bevel on everything, right ?”. So, that’s what I did. Selected all faces, beveled everything. “Doesn’t look so bad” I thought. After I did the same for every model, and only then, I realized… the shading was off, because beveling everything meant double edges everywhere. I checked back Andy’s wip post, and saw that I had indeed far, far too many vertices in some places. So I went back and fixed (or at least tried I’d say) all the meshes, reducing the number of segments in each one of them. Based on what was said during last week’s stream, I left triangles when there were some. I did remove any n-gons though.

                And so, here’s a screenshot of all the base meshes. Yes, it’s completely inspired by Andy’s WIP post ๐Ÿ™‚

                Things I learned:

                • Linked duplicates
                • Basic Geometry nodes
                • Beveling tool and why Beveling everything is not good and I should have instead carefully selected the edges I wanted to bevel
                • GOOGLE THINGS BEFORE TRYING TO FIX THINGS. If I did a bit of research before throwing myself head first into this I would have known about the Shift-L and Ctrl-L shortcuts. But hey that’s what happens when you don’t sleep, I guess.

                Anyway. With all that I think next time I work on this I’ll start the sculpting ๐Ÿ™‚ I made a WIP_house_roof_navik_02.blend file with the updated meshes and also a better organisation. Later !

                in reply to: Collab2021 – WIP – navik #65286
                Khai Van LHOMME
                Participant

                  Hey Kent !

                  No worries for the feedback, I can only imagine how much work you’ve got managing the whole collab.

                  Now, concerning the second week. Andy (andybegg) has been really cool and agreed to have a call last Thursday for a debrief, as I thought his version was so well-made I figured I could learn a lot about how to tackle a model such as the roof. Which brings me to your remark about keeping things modular (which is actually a term I just learned ^^).

                  It was “modular” in the sense that the roof boards were separate from the beams as well as the roof tiles. BUT, each roof’s set of boards and set of tiles were one mesh respectively, and the rest was done only through Array modifiers. Which, as I later understood, is really not what we want in terms of making things look good by having variety (differents tiles per roof, different boards, etc). It’s one of the things that Andy had explained to me, about the whole “Linked duplicating” things, and rotating the models to have different faces/sides while actually having one base mesh. So, I figured I’d re-do the whole thing, with that in mind, before getting into the sculpting. I signed up for this collab to learn, so if I only listened to the advice without actually applying them, what’s the point, right ?

                  Of course, life has a tendency to throw my plans out of the window these last few weeks, and I didn’t get to do anything of what I had planned in time. I also got to discover that the auto-save feature of Blender apparently never worked either, which led me to lose some work.

                  Anyway. I just submitted to the drive an “improved” version of my blockout (WIP_house_roof_navik_01), which only contains the roof planks. But at least, if you check the mesh data of some, you’ll see it’s LongPlankA, LongPlankB, with also the Medium and Small versions.

                  I hope I’ll get to do the same for the rooftiles early this week so that I can jump into the Sculpting, and catch up with the third week. But I’ll be honest, I might be short on time as I have a job interview next Monday. 

                  So, I apologize for not having submission for the week 2. I’ll do my best for week 3. I’ll try and be there for tomorrow’s stream.

                  in reply to: Collab2021 – WIP – navik #65283
                  Khai Van LHOMME
                  Participant

                    Thanks man ^^

                    What do you think about a talk via Discord at one point if that sounds good to you ? I’d love to like “debrief” how you’ve done all you’ve done, your process etc ๐Ÿ™‚

                    in reply to: Collab2021 – WIP – navik #65281
                    Khai Van LHOMME
                    Participant

                      Homework Submission – Week 1 – Roof

                      @theluthier 

                      Well, here’s my roof blockout !

                      I started at first with only the reference image , but then in the middle of the process I thought about checking the GoogleDrive and ended up linking the WALLS collection from the House_blockout_02_kent.blend file. 

                      At first I planned to just have 3 meshes per roof (at the exception of the larger left roof): the support beam, the tiles, the upper beam.

                      But I realized as I got to the roof in the middle that wouldn’t work as we have the other little ones that “break” the roof, so I ended up splitting into separate meshes. Not sure if that’s the best way to do something like this! Here’s a screenshot to see what I’m talking about:

                      Compared to for example the entry roof:

                      Something else I realised was that the block out’s right building had a non-symmetrical roof, so the Mirror modifier was not usable for that one when it came to the tiles, unfortunately. I think it’s been mentioned and that we’ll be waiting for a final official blockout ๐Ÿ™‚

                      Overall, I feel satisfied for a start, but looking at what @andybegg has done on his part I can’t help but wonder if I’m not way out of my depth ^^’ Still, I’m eager for next week (I actually have half a day off too so I’ll get to work more than I could this week :D) and glad I’m part of this whole project \o/

                    Viewing 9 posts - 1 through 9 (of 9 total)