After I finish my current project I want to model some baroque furniture to push my boundaries further and put what I've learned over the time to test. Here is an example of what I'm going to do:
I tried to do some baroque elements in the past but never got deep into it because I was still struggling with modelling tools so I haven't figured out how to model such intricate details properly. I think I'm going to this in the most tedious way - model with polygons strips and then bridge/adjust geo.
So what's your way of doing such complex models? Most people will sculpt it probably but I'm willing to model it to improve my skills.
Replies
Instead of tedious, I maybe would replace that with a waste of time (sorry!). There are better models that you could tackle that would improve your modeling skills. If you can find the Hard Surface Challenge thread, that would be a good way to improve your modeling skills (in terms of edge flow and creasing) week after week and receive good critique.
Edit: I've linked two Zbrush tutorials. Gives some other options besides using the dam standard brush with extracts.
http://pixologic.com/zclassroom/homeroom/lesson/environments-with-seth-thompson/
http://pixologic.com/zclassroom/homeroom/lesson/projection-master/
You do not need to do any crazy sculpting. I think sculpting would actually end up looking more muddy. Model the repeating shapes and don't worry about matching everything exactly. Just make sure the larger curves are smooth.
I still stand by sculpting (or more specifically, modeling in Maya > GoZ > sculpting out the final details that may be too time consuming); however, ZacD and imperator_dk bring up good points.
+1
This +2 lol. I would like to add, like perna said, you dont have to model out transitions. If you are baking down, then just clean up transition in photoshop if you are picky about the intersections. Super quick paintover stuff you can do on NM/Spec/Diffuse/etc while in photoshop.
Just break it down to the big shapes/objects. Model out something fairly simple with enough geo to bend cleanly, and then just FFD/modifier your way to victory.
Splines will be much easier than zbrush though ;p.
What you will need, is good ortographic reference, you can put in viewport. After that it's just matter of draw spline, extrude along it, repeat.
Or good understrand of math behind those patterns. Whichever you prefer.
The first one is pretty simple even though my workflow was pretty convoluted. I had to use a couple of scripts to finish this but it's entirely doable with default toolset of every package.
Going for this: