Hey,
I'm trying my hand at creating a Blacksmith's workstation diorama, critique is very welcome.
The aim is to create something similar to the image below paying most attention to the object highlighted in blue at this point.
I've gathered some references of typical Blacksmith environments and have come up with a simple blockout for the diorama.
Replies
I've gotten feedback from some people that are a bit more clued in to Zbrush than I am, they told me to try starting fresh and brake the model up into smaller easier to manage pieces so I don't get any weird geometry from plank to plank or plank to metal band.
If you're not familiar with sub-d modeling you may want to research it a little bit. Adding control loops/edges will help maintain the hard surface shapes you should be striving for with this wooden barrel.
You should also keep this in mind when you define how hard or sharp your edges are.
http://artforgames.com/infotuts/guide-bevels/
It's a nice concept. Looking forward to seeing more.
I've started from scratch and have been working on three individual wooden planks for the barrel.
I'm trying to go for a Stylized approach, any feedback is very welcome.
For something like this you should do the highpoly in Max or Maya or wathever, to have a smooth barrel with smooth planks ( put a turbosmooth or something and add some chamfers, or use the "smooth by polygroups" option in the turbosmooth and set your polygroups right ), and only after that you can put it in Zbrush and sculpt the details.
The trick with barrels it that if you smooth/subdiv each plank separatelly, they won't make a smooth cylinder. So you could smooth your cylinder first, and then separate it into planks.
And last thing, you don't need to make it bent at first. Just do a straight cylinder, so you'll have straight UV's.
Here I took a screen of the last barrel I did to help you understand :
We may think a barrel is a simple thing, but when you think about it it's not that simple ^^. Even a wooden box is not that simple.
The Planks belonged to a Cylinder once upon a time and now you mention it it does seem silly to bend the plank at this early stage :P
I will give what you suggested a shot later.
Thanks a lot for your time guys
I used double turbosmooth on the models one with smooth by Smoothing Groups the other with Isoline display on.
You can find more about baking normal maps in the wiki :
http://wiki.polycount.com/wiki/Normal_map
Looking good, will be watching...!
Sorry it's been a while and cheers for your feedback.
To answer your question Dave Jr, I'm not 100% sure just yet I was thinking of going for a tilable texture, however it would be nice to have a play with something like that in Zbrush.
I've been playing round with the Barrel and this is the stage I'm up to with it.
I've also made a start on the Anvil in the Scene too.
I started the Anvil in 3ds Max and imported it into Zbrush and this is what I've come up with.
I'm feeling that the stand the Anvils on needs some work as there's some strange lighting round the edges of the model.
any critiques are welcome.
I have also re-modelling the pipe and bars at the back of the furnace and I've sculpted some wood in Zbrush and created the table.
I feel the bricks along the front haven't come out as well as I wanted. (they seem very square)
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Cheers for taking the time to have a look at my post, I agree the bricks do lack variation and I am hoping to try and break up the repetition a bit in the texturing and maybe add some decals here and there, I assume I'd be able to decal some cracks and chips? I've never really experimented with decals all that much.
critiques are always welcome.