Well here goes. I have been holding off on posting any of my projects on polycount due, quite frankly, to intimidation. Even though I always welcome feedback, I still fear of getting the shit kicked out of me so to speak. But ultimately I am here to learn and I need to get over this self-enforced trepidation.
This project is meant to jumpstart my sparse portfolio, to show off my current abilities, and to learn to new techniques in the process. Deciding on concept was not a "Hey this one looks cool, I think I'll make that one!".. well, not ONLY that. I spent a few days pouring over concepts to find a nice mix of hard surface (which I am proficient at), organics (which I'm not so good at), small scope, decisive lighting, and material definition. I received input from friends, and ultimately landed on the concept below by Goro Fujita:
I have a few goals for this specific project: Learn hand painted texturing (have been photosourcing this whole time), improve abilities in ZBrush, texture optimization (3-5 1K's for the environment, 1K for the character), and clarity of material definition.
Having started projects similarly in the past, getting really charged up about it initially, and have it fall away, I have kept my excitement in check and am attempting to go about this methodically. Pick my battles and start small in an attempt to stave off feeling overwhelmed. Right now, I am attacking the shelving unit.
So to start things off, I have made my first hand painted asset (had never done this before):
Any thoughts/critiques before I continue?
Replies
My only critique is on the UV layout of that box. I feel it can be optimized to something like this:
I would just stack the two sides together since they are similar and make better use of the space.
I also like the texture. It feels playful to me which matches the concept. At the same time, feel free to experiment with more obvious brushstrokes,color variety, etc. Maybe collect some references of hand painted art and post a style you are trying to stay consistent to?
http://davidmanners.carbonmade.com/
Also made the figurine on the top of the shelves:
Getting there! Slowly
Something like this, properly aged, might work better:
Also, the water should be in distinct streams - yours appears to be individual drops.
I suggest you make the bigger objects in the scene first, especially the subjects.
@DWalker: The concept is not my creation. I believe the watering can is just stylized to the piece.
@BenHenry: I did do blockouts to get overall scale, if that's what you mean. I attempted to work on the bigger assets when I first started, but wasn't making any progress with them. The project started to lose steam. Instead of abandoning it, decided to attack it from a different angle. But I do have the high priority assets blocked out in the space:
The character is in its own scene, I just referenced it into the environment scene.
The maths:
The bottles:
The labels are just something I stole from google until I put something original there. Each bottle is 104 tris. Thinking of using extra texture space for book spine labels.
My progress on the robot character is almost entirely ZBrushed:
Blockout:
I did deviate from the concept a bit and added wires connecting his neck to the bottom of his "skull". I'm torn on keeping that though. Trying to finish this guy by the end of the week.
Would you mind explaining what your approach to making the different parts of the character was? Did you create primitives in zbrush or did you use shadowbox etc.? Stuff like that would be very nice to know.
I know it's a still in a WIP stage though. Can't wait to see more
@mospheric - Thanks for the feedback, Josh! Yeah I was going to rig/pose him up when I got to the low poly stage. As for the head curve, someone else suggested that as well. I was trying to stick to the concept as much as possible, so I'm wondering if doing something like that would be too far of a deviation?
Also, I'd like to see your workflow for your hard surface creation in zbrush like you promised on twitter :P
And yes, I did promise that, didn't I? I'll try to get to that either tomorrow night or Sunday. Might even try to do a video demonstration :P
You planning on sculpting some folds etc into the hanging cloth covering his NUTZ! (LAWL! guys? no? OK ).
Also, what res is that texture at right now? Looks super clean and crisp.
Sculpting cloth scares me. Actually sculpting organics in general scares the shit out of me. I always manage to make it look like a giant turd.
And yeah that was using the bake res (2K) normal map. Still looks fine at 512 though (I honestly can't tell much of a difference at that distance):
Here is the normal map. The blank area in the bottom right is reserved for the dress.
The LP is currently sitting at 15,782 tris. I also decided to go back to the HP and sculpt in more surface damage/dents/etc.
I took a break from the bot to work on the centerpiece, the egg+tree. Organic modeling is absolutely my weakest area, so this has been very difficult for me. After many redos, I came up with something that I was even remotely comfortable with.
The branches took me forever. I initially tried to use a single Zsphere chain for each branch, but that ended up looking horrible to me. I ultimately went with making individual branch offshoots, packing them into an IMM brush, and basically kitbashing each branch together.
Any crits? I'd really love to know how to make this look better.
More progress. Testing out a pose for the bot.