Finished up the props for the character.
There's also a lighting turnaround vid here https://www.artstation.com/artwork/QnVZJE (not sure if there's a way to embed videos on polycount so I just linked it.)
These shiny metallic props turned out to be trickier than expected. Its tough to make sure details and variation are subtle enough but also visible. I decided to put some extra time on them so I could have them as a separate piece on my portfolio, initially they were just going to be props with a character and I wasn't planning on making them nice enough to be a standalone piece. I think it turned out ok in the end.
Hey :) Started on the plant container. My plan is to bake an atlas and then uv the lowpoly to it.
At first I modeled the tubes directly on the cylindrical glass + mirror and shrinkwrap modifier and bent other elements with simple deform modifiers.
Then I switched to UV mesh from cylinder and deformed the elements with it, seems more simple.
However I'm wondering if there is a way to quickly un and rebind multiple objects surface deform modifier after having modied their geometry?
Current wip
Fabi_G
For UE use : do your best to generate decent-ish UVs (ideally by proactively marking seams on the pieces as you model them), and bake down the Blender bevel node (or the Modo/Max/Maya equivalent) to a normalmap.
Or, bake everything (with hard edges) as an Object Space normalmap, blur it ever so slightly, and convert it back to the desired tangent space. The downside of this is that the blurred edges will only appear as intended over continuous UVs but not at UV splits which will just show a small shading artefact (resulting of the blending of the island color with the background). Whereas if you use the bevel node they will all show up everywhere regardless.
Two benefits from there : no highpoly is ever involved, and you end up with a model with UVs ready for automatic texturing in SP or any other texturing tool.
Lastly, you could also simply model everything with the desired non-destructive bevels/chamfer modifier you mentioned yourself. That is by far the most simple and straightforward solution, so why not just do that ? And for the parts that glitch out like on your screenshot, then just don't use it there. Or stack the effect multiple times depending on the widths you need.
(BTW, sharing some test meshes would probably be a good idea too)
- - - - -
Oh and : I can't help but notice that there aren't any screenshots showing your UE rendering experiments using these models. In practice there is actually no guarantee that you'll even need any these hypothetical edge processing effects on your models to achieve the high level goal you are after... Any conjecture on that is pretty much pointless until you actually test out your final rendering really.
pior
Hello people! Here's a sculpt I worked on for the OnePageRules july release, the Mummified Ammut! It was all done in Zbrush and rendered in Keyshot!
More images on AS: https://www.artstation.com/artwork/g8qveG
DoctorBloup
*cough*
sorry for the spam, but i just had to clear my throat in preparation of whats going to happen soon™
ehem... 😎








@Fabi_G thanks for pointing the normal map issue to me.
Shading looks good now.
I Still have lots of questions about trim sheets, but I guess I just need to experiment more with it.
I really appreciate all the help your guys are providing. What an awesome community.
GlowingPotato




littleclaude
Hey polycounters !
I rarely post but i'm at a point where I feel like I need to open up.
I've been practicing digital art (both 3D & 2D) for the past 6 years, I work professionally in the games industry (doing 3D and rough 2D for a big French company) but I want to make the shift to be a full-time illustrator/concept-artist.
For that, I am well aware that I need to focus on my 2D art, but unfortunately I never seem to get any feedbacks/critiques on my pieces. And that's really tough since i'm pretty sure a great way of improving is by hearing what people who have master the craft have to say about my art !
So yeah this is a new and hopeful attempt at getting help going forward!
Here's the latest piece I worked on, she's the main character of a short story i'm writing at the moment.
I would LOVE some advice that I could take into account for the next painting, especially that she's gonna be the protagonist again.
Thanks a lot everyone! ♥
JesseHenaoMonroy
Playing inside Blender's latest build, with a few tips from Mr Bergholz.
sacboi