Hi Polycount!
I thought I'd share my latest endeavour for anyone who might be interested in tracking its progress.
The subject matter is an old battered leather sofa. I started with a basic mesh in 3DS Max (I'll be building a low poly after sculpting) and took it into ZBrush for detailing. I'm pretty happy with how it's going, especially as ZBrush is one of my weaknesses, but feel free to crit it if you notice anything.
I'll do my best to keep you updated on my progress, and I'll be keeping a slightly more detailed record on my
website blog. Thanks for looking!
Here are some construction shots of my progress so far:
Base mesh in 3DS Max:
Early detailing in ZBrush:
Further detailing:
Replies
Yeah, I've just been working on that bottom bit, although I think I've gone a bit overkill because I'm in crease-everything mode haha.
Here's what it looks like now:
But I reckon I'll delete the wooden frame and redo it, but with very subtle detail as if it was more of a polished wood.
The texturing seems quite daunting at the moment Cheathem, so that'll be a pretty long process I reckon. I want to get a few subtle tears on it too, and show some surface wear in the texture.
Thanks for your comments!
My only crtiiqe would be that the cushions need to look like people have been sitting in them, like that worn indent look. Right now they are a bit too fluffy
Do you plan on putting this couch in a small environment cut out? like a simple floor and wall behind it?
Thanks for the comment MeshMagnet! I had considered this, and thought that they would slouch in between the cushions, so I made indents there instead. I always find that older sofas sag more, and therefore you're more likely to sink into the middle.
Yeah I reckon it'd create quite a nice contrast to have a sweet wooden material tucked away at the bottom. Nice wood textures are the best haha!
I'm building a medium sized interior environment for my final year project, and this will be a part of it. I'm keeping it a bit under wraps at the moment, but I'll probably post several of the assets along the way. When the project is done/nearly done I'm definitely posting it on here!
Okay, so the laborious task of unwrapping is done, and I've baked my normal and AO maps in xNormal. I've got it into UE4 and started the texturing process.
At the moment they're basic passes, so there's lots more to do.
Good job on unwrapping and baking, it came out nicely. the silhouette is a bit sharp at some places, but I probably noticed it because of the very light background.
Good job, really impressive sculpting skills
You can use dam standard while holding Alt, with lazy mouse on. And without alt and then using the pinch brush to tighten for seams
I've started keeping a record of some of my workflows on my blog, but if people are interested I might go back and add in more detail so you can refer to it for techniques.
I've sort of been making it up as I go along. The standard brush on zAdd and zSub play a huge part of it, mmuch like @Adrian Pieroni said. I'll see if I can add more details to my blog, and I'll post on here when I do.
Thanks! Yeah that's my current task, getting some variation and subtle signs of damage. I'll be sure to add some faded areas to it too.
Any thoughts? Or anything that doesn't read properly?
@Auldbenkenobi - I hope this helps with your fabric sculpting.