@naman Looks like the subdivision artifacts are caused by a combination of issues. The curvature at the bottom of the guard is deformed by the intersecting shape and the extraneous loops that run across the intersection are pinching in the corners.
Similar to the previous examples: both of these issues can be resolved by using the existing geometry in the curve as support and terminating the extraneous support loops with a triangular quad, n-gon or triangles.
Another option would be to increase the number of segments in the curved section. Which would provide a path for each of the support loops on the intersecting shape but would also make the base mesh too dense to edit efficiently. These results aren't much better than the previous topology strategy. So, all of the added geometry doesn't really make sense on something so small.
Most smoothing artifacts on curved surfaces can be resolved with the same basic subdivision modeling strategies: line up the segments in the adjacent shapes, use the existing geometry of the curve as support loops for the base of the shape intersection, and either join the support loops from the shape intersection into existing segments on the curve or terminate unneeded support loops between the edges at the base of the shape intersection.
Right, why commission an artist? In fact, why not accept commissions in their stead?
When a market is saturated it loses its value and profitability.
People who are artistic actually don't need to use the software to make something meaningful. In fact, creating art is a form of meditation, it's how they become artistic and develop creative skills. Art comes from time. Using a software like this prevents them from improving.
The black community and their artists are doing fine without AI. They've a deep cultural art history and a supportive base who love it. Their community have many talented artists to champion and inspire others from within it.
killnpc
it's dotproduct of a view/camera and a pixel normal vectors ( Fresnel gradient) remapped to some special cube map texture or a gradient . pretty sure should be doable in SPainter too but i never tried. In Blender viewport it's simple like this .
just finish my env💙 https://www.artstation.com/omar8-bit
omar_sami
Hehe :D
A new report from the trenches. One new microtrend amongst AI Bros seems to be "Niji Journey", a generator trained on anime/east asian images more specifically. Here is a tutorial page on how to use it, directly from "AItuts". The wording is clear as day.
https://aituts.com/how-to-use-niji-journey/
The more I read about this, the more I feel sad about ... the users themselves. This really is consumerism/instant gratification taken to the next level.
pior
Imperfections is what is making it perfect :D I dont like photorealism.
All models are done by me from screatch. All textures are done currently in Photoshop, in very oldschool way. But since i got couple job offers with Substance painter as requrement, Ive started to learn it. Im split in half, i dont know every trick to make cool textures, but i like triplanar projection.
So this week i did couple vases and this is first model done in SP:
Not bad, but i miss couple things from Photoshop, i dont know how to do it yet in SP. But the quality looks good, and im not running off the style of the overall scene. I dont want photorealism.
To answer your question codecake : Here are wood variation, i made couple wooden planks, all sculpted and textured separatly :D its very inefficient but i want maximum quality for every asset here.
Hallazeall
@Kruskebunken Very nice work, I especially dig the texturing on the wood finish. If you ever revisit the project, I think a subtle gradient at the edge of the seat where it meets the wood could help it pop a bit as well as a slight desaturation on the green colour overall. Great job and I appreciate the write-up as I've struggled with modeling and baking out complex shapes like that.
@Pep_mepla Good progress so far. One suggestion I have is do some quick idea sketches/blockout for the front where the 4 cylinders connect to the box shape. Right now they're just sitting on a flat surface as if they don't connect to anything. It might be one of those things where the player never sees it, but I believe it helps to figure out how everything connects together for these situations where the concept might not cover these areas.
WIP Update
I've been working on high-res modeling/sculpting. Still have a long way to go but I wanted to push through to the baking process for the roof as I was concerned about how well things would bake out. I'm happy to say it wasn't as bad as I thought it would be, some tweaks and I'm happy with the result. My main concern now with this specific piece is the polycount, sitting at around 7600 tris, and there's still the rest of the tower and other pieces to do. It's using about half the space of 2k texture right now (my plan is have the whole tower on one texture map if possible).
@AD_3D Nice work! I don't have anything to add on the Time Bomb piece as I hadn't delved into that model but generally it looks really awesome! Superb hard surface modelling skills :)
Very nice work on the roof of the tower! That cornice with the spiral looks great. It took me 4 tries and almost two days to figure out how to arrange the topo for the low poly and the high poly too. When switching to ZBrush, my initial tries failed on the subdivision stage.
You have concerns about the polycount - judging only from the wireframe you supplied, I believe the edges marked red can be removed. It'll save you some tris. The challenge does not specify a budget, so I guess there are no wrong answers in that regard. It all depends on how close the camera can get to your object, when is your object going to be used (gameplay, cinematic), end platform, etc.
Keep it up, and I'd love to see what you come up with!
YairMorr
Hey everyone, I just finished working on the tower and the wall. It was extensive work and I had so much fun! To showcase the models, I created an environment using UE5 and Quixel. I tried to make the environment fit the concept, make it as simple as possible and also let it blend with the models.
The tower is 1 model, the tall wall is actually a bit modular and comprised of 2 pieces that can be placed on the ends and between wall pieces. This enables me to extend the wall for as long as I want. If I flip the sides I can add some variation, but it's not a very robust solution.
The tower is 10,718 tris, the tall wall is 18,440 and the sandbag wall is 24,616. I tried optimizing as much as I could, and I bet these models can be optimized even further.
The tower uses 1 material (mostly), the walls use another material as well. I added a shared material for some of the beams, the barb wire and the sand bags.
I hope this post was useful to anyone :) Thanks for reading!
YairMorr