Hi everyone.
I want to pratice my skill on realistic texturing as I always do non realistic stuff. I choose to make some simple props. Probably 2 shields, 1 axe and one gun.
As for the shield this is probably the most know shield concept sheet from Artyom Vlaskin. I will make. As it's for practice more than really make something different.
My focus is to make better basemesh before jumping in Zbrush. Use more polypaint. Learn to use Modo (Axe and maybe gun) and finaly pratice texturing and learn to use Ddo (not to have some obvious stuff from it). Setup marmoset for better render.
Last Update :
Here is the basemesh:
Replies
As for the lowpoly I'll make it in a one single mesh for all the plank and give more vertical edge to the metal center piece. I keep in mind your word for the lowpoly
I'll post my progress on the sculpt later tonight. For now I need to finish the plank to give something interesting to comments and critics.
Notably
At the moment I can see some tris and long polys that when subdivided for sculpting could cause you some problems.
And I now understand that my basemesh does not only need to be proper for Zbrush but also to make me spare time on the retopo and so the lowpoly.
Next time the basemesh will be better ! Already thank you to those who give me advices
As said here is the wip of the shied in Zbrush
love what you did with the wood, how exactly did you do that?
Tell me if i'm clear or not, I can try to make a sort of breakdown/tuto of how I do.On the 2 last plank.
1. Break shape with planar alpha 28
2. Make it dirty with mallet fast, put some crack to give you the idea of what you want in the end.
3. Polish all with Trim dynamic, planar, Hpolish or whatever you use to get something clean.
As a said I use planar and MaHPolish 1 with the square alpha for this step.
Add detail, polysh but the idea is to make "hole" with mallet fast. Polish with Mah brush, and then give the high difference and sharp cut using planar
My one critique with what you have right now is the band-aid like pieces holding some of the wood together. What are you shooting for with those? I feel like, if they are metal, they could afford to be a bit thinner.
Now polypaint and retopo. Yeah !
it looks super cool, cant wait to see how it all bakes down to the Lowpoly
Something that has worked for me in the past when sculpting wood is
Trim Dynamic with "Alpha 58" - if you run that across the ends of the wood it creates a nice split/grain effect
Would LOVE to see this baked and textures tho.
Work fine with the trim dynamic brush with the alpha, need to get used to it, but I think you can get some pretty nice detail, fast. Thank you
@Boozebeard : I think one more time I'm not going to make something 100% realistic. Next time will try to avoid stylization.
If the "tuto" is too short you can ask me.
Thank you to all of you for your interest and advice.
One question, and thanks for the tutorial, where do you find the brush MaH, Mahpolish1? I'm familiar with Orb's brush, but not that one. Maybe it's a default one in Zbrush that I'm not aware of.
Looking forward to the polypaint.
Mah Brushes
Only the normal map and a cavity map made with the Xnormal plugin into photoshop.
I'll have to tweak it a bit when I get all the map bake. I'm planning to make it in 3times. To have a clean result. As I'm planning to use Ddo and Ndo I think I'll not have to make a baking with my 3 part. I split it this ways, plank, middle metal thing and small detail.
I'm trying a different pipeline than just throw the lowpoly and bake it in one time. As the baking goes. I'll make another project a small iso house again. When I have all the maps baked, will make the texture.
But I think I can tell that's a pretty sweet bake
More to come tomorrow, I'm on a 13" screen laptop computer and it's not really confortable to work with and tweak things.
Polypaint will come monday and texturing too.
Baking goes faster as soon as I remove the baking of the curvature and the cavity map from my pipeline. And use the prtP to make them.
I can share my process for the AO if some of you are willing too. But you will have to wait monday for this.
Beside this the wood is from photo and tweak with some color variations. And the help of Ddo from small details.
A splendid FN SLP will help me to have real reference and go for a realistic style.
that said, I really like the AO screenshot, and I think you can make a kicksass darksiders/wow like shield from what you got already, so please dont start form scratch until you finished this =P
The wood is done for now. I'm working on the metal and if you have some advice. Currently I have made the middle part and the small in between plank attach. It's a first draft before getting this in Ddo and tweak all by myself.
There is not specularity for now and would certainly help define materials.
I second this, I can't wait to see the final product, solid model and sculpt. I think the texture is hitting too many dark parts in the cracks to be "realistic" but it's still really nice looking none the less.
Ddo is a cool thing but you really have to tweak a lot to get something different from the first result.
Next time, better basemesh with all your advice, and trying harder to avoid some stylization.
Thank to all of you for yours encouragements, advices and sweet replies.
Thanks for your tips.
Can you show your textures ?
A small tuts will be awesome.
Good job
I'll start explain from bottom to top.
Normal mode 100%
For the curvature, use the blue chan of the prtP, invert it
SoftLight mode 100%
Duplicate the group and merge it, use the glowing edge filter on it to get the best edge as possible, sharpen it after, use dust and scrath and finaly reduce noise.
SoftLight at 10% add a solid color on color with the opacity you find the best
AO from Xnormal, here is an AO I made in 3 times, 3 baking, put all the map in one
Multiply mode 70% add a solid color on color with the opacity you find the best
Green or Red chan from the prtP, use the one who suit best. The one with the more details and the less light shade in it
SoftLight mode 60%
Green or Red chan from the BentNormal, use the one who suit best. The one with the more details and the less light shade in it
SoftLight mode 60%
Diffuse from Ndo2, use you normal and convert it to diffuse, tweak it to have something with the more highlight on the edge and not t o much Ao in it.
SoftLight mode 30% or try in Screen mode
And then again I have an AO from xnormal and a cavity folder with a prtP in it for a general baking.
The tweaking thing is to tweak a bit the light you get from the BentNormal and the blue, green or red chan of the prtP. It's a layer with a #808080 grey in Overlay mode. You only need to paint on it with grey value.
Well, here is an easy way to understand:
Psd File