Did you already put specular reflections on your model? If so the wood reflects too much light and the metal could reflect a bit more. Apart from that, I would make the gaps between the single planks of wood smaller.
@Vasilesco
The metal rim around the shield needs a lot more segments, you could probably double the sides without any problems. I would probably dial down the damage on the wood a bit and focus it more on the edges of the planks. I also agree that the planks need to be closer and the material definition is very lacking (but it looks like it's still WIP so that one is understandable).
Hey Guys, I decided I would get in on this months noob challenge.
I've decided to try to model the skull shield. This is currently what i have done.
I have yet to model the skulls.
Phil-424 - I reaaly like what you did until now...go ahead:D I have a little comment about the handles because it looks like are too small
Update - I'm very noob at texturing so please say everything you want so i can learn more
Yeah I think I'll re address the handle before I unwrap it. Not fully satisfied with it. The only crit I've got with your texture is mainly the seam on the top left and the normal for the scratch on the decoration is noticeably repeated in the same place on each on, but aside from those I think the wood is really nice and the metal has a nice looking roughness to it. You may want to look at doing some spec and gloss maps to make the metal more reflective than the wood coz it looks faily uniform at the minute. Really nice work so far.
Going pretty slow on this but here's my highpoly and first attempt at using Keyshot. The placement of the bolts on the concept doesn't seem to make a lot of sense but I didn't want to deviate much.
My first try. Blockout in SketchUp, Unwrap in Maya, Texturing in Substance D+P and Rendering in Marmoset. If you give me some tips, i would be so happy.)
Hi,
My goal of this month is create whole set of shields:) I want to increase my production speed and think the challenge is like big gig with short deadline, has to be done fast with decent result.
So there is first 8 shields, still half way to end the modelling process. Then the fun part - Unwarping UVs :poly124:
@krztyczekpstryczek Those look pretty neat already. Are you planning on making high polies as well or are you just going to stick with low poly and hand paint?
@JamesArk really nice work. I love back side of the shield. You should add more depth to the engraving.
@JonConley you're fast man. The only suggestion I have for you is breaking edges of the paint. Should be more jagged in this case coz wood is cut in many places causing paint to flake. I hope you know what I mean:)
@f1r3w4rr10rI'm planning to do HPs then sculpt inside Zbrush and bake normals. I hope I finish LPs and Uvs till the end of Sunday maybe Monday. I'm not good at low poly handpainted stuff. Its easier for me to sculpt, bake AO, cavity and curvature and then paint. But I should definitely try to handpaint some asset in future.
Thanks for the advice on the handle, I've reworked it and now I feel satisfied enough to go ahead and unwrap it and take it into zbrush because I shouldn't need to rework any major geometry that will effect the unwrap. Next step is the normals and then on to texture.
I've seen quite a few people here already that want to start unwrapping before finishing their sculpt.
I just want to ask: What is the point? What if you change the physical appearance so much with the sculpt, that you need to change your low poly? Most of the work you already did will be lost in that case. Unless I am missing something here, why do you guys do that?
@f1r3w4rr10r In my case, I'm sure what I want to unwrap and what not. I know that topology of wooden planks after sculpting will be the same so I unwrap it before going to Zbrush. But for example dragon heads needed to be detailed and then retopologized so that would be waste of time doing UVs before sculpting. I feel it's only experience, planning and personal workflow. For me it's better to do boring stuff in early stage and then having fun.
I've seen quite a few people here already that want to start unwrapping before finishing their sculpt.
I just want to ask: What is the point? What if you change the physical appearance so much with the sculpt, that you need to change your low poly? Most of the work you already did will be lost in that case. Unless I am missing something here, why do you guys do that?
For me I broke down the concept into the parts that I know will need geometry in there and looked at what I could achieve through a normal map, the only extra detail to put in from the concept is detail for the wood, the metal rivet or bolt type things, some texture on the metal and the decoration on the top of the spikes that should all be replicated in the normal map. I will do the unwrap first because I will use the low poly to project onto with the high poly, but this is a first for me so its more of an experiment on my part haha.
Yes of course you are going to use the unwrapped low poly in the end to bake the texture down from the high poly. I would do an unwrap after I am done with the high poly as well. I just don't see much sense in unwrapping the low poly, before I have even started sculpting the high poly. In case I end up sculpting something that I can't realize in a good way with just a normal map, the unwrap would be for naught.
@JamesArk really nice work. I love back side of the shield. You should add more depth to the engraving.
@JonConley you're fast man. The only suggestion I have for you is breaking edges of the paint. Should be more jagged in this case coz wood is cut in many places causing paint to flake. I hope you know what I mean:)
Yeah, I absolutely know what you mean. I've mostly been trying to get the materials to look right. I've painted the materials without photo sourcing the mats to try and help with my overall digital painting skills. Once I get the mats in place for the rest of the shield I'm going to go back and damage up the paint a bit and the bolts that are in the painted area.
This is my 1st time participating, always been a lurker. I'm impressed by everyone's quality and speed!
I chose this shield (3rd row, 2nd col) so I could use it for my portfolio. Currently this is the base in Max, will retopo it after I'm done with high-poly. Any crits meanwhile will be highly appreciated
Okay, so I am doing a new shield since the last wasn't fun for me. This one has been enjoyable and I'm looking forward to sculpting it! Here's the block out with half the wooden boards. Loving all the stuff here guys!
@Chus_Orgaz: the shield is looking pretty sweet! One thing I noticed though was maybe you could vary the wood grains a bit so you can get more visual interest. They seem to be generally the same size.
WOW awesome shields love those details ! :poly121:
JamesArk that shield is AMAZING !
...so now here is my terrible update .. I did not had much time, so this is mostly today's work
i was mainly working with zBrush and learning to controle it.. (it was hard but i made it )
I think i will not finish it, but i will try my best...
And i'm really fighting with those buildings (size) and i have no idea how to make roads well we will see...
next time my plan is to finish this blacksmith shop
Artush I think your blockout is looking nice! You seem to have the proportions and road shape down. I'm having similar issues with building size, relative to one another. I need to get some progress up. :P
So far as your textures go, I think the stone would benefit from a little flattening on top. Right now it looks more like obsidian/glass in the way its fracturing around the edges. I also think some added geo on the roof tiles would really benefit the scene, at least on the well and lower roofs!
hi all @pigart, in not a fan of this blue tint all over your textures but besideds that, great work
my approach on shield theme, im new to pbr stuff so any ideas how to improve this would be appreciated
Here's mine, obvious wip, This model currently sits at 4.692 tris (gonna be less by the end at least for 1/3 I think). My goal in this challange is to see how many I can complete until end of the month.
As for the others, you people do really inspiring work here, I will try to match others to see if I can achieve the same level of quality.
My first completed model. The paint could probably be beat up a bit more and the leather doesn't look bad, but could eventually look better. Maybe add a bit of dirt over top to change it up a bit.
Didn't use substance or ddo. I am trying to learn digital painting so hand painted everything and created all maps (except normal, that was just edited in photoshop) either by painting or copying over sections from the albedo. I used the AO as a base for a few things and painted over top.
@JonConley: Why is the blue paint on the normal map?
@tehrobster2: The second shield looks a bit squished. Also I don't really see a reason why there should be such deep gashes on the back side of the shield especially where the wearer's arm would normally be.
@JonConley: Why is the blue paint on the normal map?
I looked into how normal maps actually worked, I knew they were a vector but needed to know which axis each color used. Found out that blue is Z and should not be below 127. Now since the paint would dull the normals of the wood I went ahead and added a levels layer mask that brought the red and green channels closer to 127 and then upped the blue since it would be higher than the wood.
@Jon: Normal maps only describe angles, not height. I would probably not add the paint to the normal map at all (as the coating will be so thin), but if I were to do it for whatever reason you would mostly just be able to see it on the edges of the paint (as that is the only place the paint would change any of the angles). If you want to layer effects (like paint, water or anything else) you will need some kind of additional application like nDo, Crazybump or nVidias normalmap filter (I'd recommend nDo).
Just changing the levels won't give you the effect you're after. What you've done here will just change either how much light the paint receives (depending on if you're renderer normalizes the normal maps) or what angle the paint will be lit from. What you want is just a stroke around the paint with a beveled edge which is what you'd get from an app like nDo.
Nosslak, Yeah I understand it is just the unit vector of the the mapping from the low normal to the high normal in tangent space. Really what I should do is renormalize the map with what I have. I understand it wouldn't be that blue, but it was a quick and dirty way to try and renormalize the normals.
Replies
Update - I'm very noob at texturing so please say everything you want so i can learn more
The metal rim around the shield needs a lot more segments, you could probably double the sides without any problems. I would probably dial down the damage on the wood a bit and focus it more on the edges of the planks. I also agree that the planks need to be closer and the material definition is very lacking (but it looks like it's still WIP so that one is understandable).
I've decided to try to model the skull shield. This is currently what i have done.
I have yet to model the skulls.
http://hawksgames.dx.am/Shield_1_Image.html
http://hawksgames.dx.am/Shield_2_Image.html
(Sorry Guys, I'm new to the forums and dont know how to post pics haha)
Yeah I think I'll re address the handle before I unwrap it. Not fully satisfied with it. The only crit I've got with your texture is mainly the seam on the top left and the normal for the scratch on the decoration is noticeably repeated in the same place on each on, but aside from those I think the wood is really nice and the metal has a nice looking roughness to it. You may want to look at doing some spec and gloss maps to make the metal more reflective than the wood coz it looks faily uniform at the minute. Really nice work so far.
Going pretty slow on this but here's my highpoly and first attempt at using Keyshot. The placement of the bolts on the concept doesn't seem to make a lot of sense but I didn't want to deviate much.
Keep up the fantastic work everyone.
[sketchfab]8771441b2dda465ea17a43c205f25f7d[/sketchfab]
Norse Shield by thejon113 on Sketchfab
i will work on one of the shields , i hope i can get a really good result
My goal of this month is create whole set of shields:) I want to increase my production speed and think the challenge is like big gig with short deadline, has to be done fast with decent result.
So there is first 8 shields, still half way to end the modelling process. Then the fun part - Unwarping UVs :poly124:
@JonConley you're fast man. The only suggestion I have for you is breaking edges of the paint. Should be more jagged in this case coz wood is cut in many places causing paint to flake. I hope you know what I mean:)
I just want to ask: What is the point? What if you change the physical appearance so much with the sculpt, that you need to change your low poly? Most of the work you already did will be lost in that case. Unless I am missing something here, why do you guys do that?
For me I broke down the concept into the parts that I know will need geometry in there and looked at what I could achieve through a normal map, the only extra detail to put in from the concept is detail for the wood, the metal rivet or bolt type things, some texture on the metal and the decoration on the top of the spikes that should all be replicated in the normal map. I will do the unwrap first because I will use the low poly to project onto with the high poly, but this is a first for me so its more of an experiment on my part haha.
Yeah, I absolutely know what you mean. I've mostly been trying to get the materials to look right. I've painted the materials without photo sourcing the mats to try and help with my overall digital painting skills. Once I get the mats in place for the rest of the shield I'm going to go back and damage up the paint a bit and the bolts that are in the painted area.
Hi guys!
This is my 1st time participating, always been a lurker. I'm impressed by everyone's quality and speed!
I chose this shield (3rd row, 2nd col) so I could use it for my portfolio. Currently this is the base in Max, will retopo it after I'm done with high-poly. Any crits meanwhile will be highly appreciated
I've been working on this shield, I still have a lot of work, I made a base mesh in 3dsmax and then I have given details in zbrush.
@Chus_Orgaz: the shield is looking pretty sweet! One thing I noticed though was maybe you could vary the wood grains a bit so you can get more visual interest. They seem to be generally the same size.
I was watching you stream this and wanted say these turned out great!
JamesArk that shield is AMAZING !
...so now here is my terrible update .. I did not had much time, so this is mostly today's work
i was mainly working with zBrush and learning to controle it.. (it was hard but i made it )
here is picture:
textures... u can use them
http://fc01.deviantart.net/fs70/f/2015/037/3/6/textures_by_artush-d8gx0np.png
little walkthrough:
[ame]https://www.youtube.com/watch?v=QsBFfyrlQWA[/ame]
I think i will not finish it, but i will try my best...
And i'm really fighting with those buildings (size) and i have no idea how to make roads well we will see...
next time my plan is to finish this blacksmith shop
ok so here it is...
GL and have fun
So far as your textures go, I think the stone would benefit from a little flattening on top. Right now it looks more like obsidian/glass in the way its fracturing around the edges. I also think some added geo on the roof tiles would really benefit the scene, at least on the well and lower roofs!
@pigart, in not a fan of this blue tint all over your textures but besideds that, great work
my approach on shield theme, im new to pbr stuff so any ideas how to improve this would be appreciated
Especially the second PDF.
Added some damage:
And some more detail on the grip:
As for the others, you people do really inspiring work here, I will try to match others to see if I can achieve the same level of quality.
Didn't use substance or ddo. I am trying to learn digital painting so hand painted everything and created all maps (except normal, that was just edited in photoshop) either by painting or copying over sections from the albedo. I used the AO as a base for a few things and painted over top.
Flats:
Albedo
Normal
Gloss
Metalness
Baked my normals, will texture soon:
I also have worked on one of the other shields before, and also would love to hear your feed back on it as well thanks guys!
@tehrobster2: The second shield looks a bit squished. Also I don't really see a reason why there should be such deep gashes on the back side of the shield especially where the wearer's arm would normally be.
P.S.: Did anyone else think the UI & save functionality of zbrush is... strange? (Or did I simply miss something)
I looked into how normal maps actually worked, I knew they were a vector but needed to know which axis each color used. Found out that blue is Z and should not be below 127. Now since the paint would dull the normals of the wood I went ahead and added a levels layer mask that brought the red and green channels closer to 127 and then upped the blue since it would be higher than the wood.
Just changing the levels won't give you the effect you're after. What you've done here will just change either how much light the paint receives (depending on if you're renderer normalizes the normal maps) or what angle the paint will be lit from. What you want is just a stroke around the paint with a beveled edge which is what you'd get from an app like nDo.