I'll say it plainly:
I'm slightly obsessed about learning to sculpt stone more like Michael Vicente (Orb) and Fanny Verne (Faf). I've been working on this goal for maybe a year now, and am doing my best to understand how they work.
I love the planar-yet-organic simplicity of the flatten brush. Cute, hand-placed details. Rhythm. Composition.
I think I've found and read everything they've shared online about each of their respective techniques (similar, but there are nice little differences).
I realize I've made some progress learning their styles, I'm still just close enough to... it's frustrating to still observe how much better everything just... I don't know. In their sculpts, everything just sits in it's right place.. ugh.
I'll link a bunch of specific examples of their work that I'd like to emulate better, but anybody familiar with their work or knows what I'm talking about, I'd really appreciate any advice on what I'm not seeing yet. or just any critique in general, of course.
thanks!!
Replies
cheers
update.
ok I'm trying my best to apply all of the above advice on a stone wall
specifically I'm focusing on:
1) put down details more quickly, with almost 0 planning (trial and error)
2) look at real cracked stone references (tbh I'm still lacking here)
3) use morph target to knock back details
this time I'm really trying to go more specifically with fanny verge's layered rock sculpting style.
I've noticed that the morph brush allows me to sorta pull all the details flatter to the overall surface, letting them layer sharply but flat to the face of the stone. hard to explain, but I think it's what she's doing?
below I've attached 3 references of her stone work that I've been looking at the most:
gosh, just looking at her sculpts again, I see I have soooo much still to go. my details still look a bit too planned.
she has such an eye!!
one thing. i think you are better off looking at real world references and trying to stylize those than to copy the style of another artist. not only does it make yours more original, but you also get a deeper understanding of the shapes you trying to portray.
Really trying to rest on that advice as I sculpt over christmas break. Not sure if my rhythm has improved any yet, but at least I'm on the path:
(trying to go faster and simpler. tricky to keep large forms organic while keeping a decently non-repeating tile going, but I think this is decent)(a plane to create a small detail alpha. not applied on the other examples but may be in the future)
(probably the best balanced tiling wall of mine so far, imo. needs a few more touches, but I think it reads pretty well)
See the thread http://polycount.com/discussion/161965/why-is-everyone-using-massive-png-files-for-their-shots/p1 .
I'd just been uploading my default screengrabs for reference, which are png. Will swap these out momentarily!
I think I'm going to do my retopo and bakes and see in Unity to help me visualize this
@Cube Republic I think I should also post these references from Orb, as they show more of the stone style that I ended up going for for this wall. Less layering, plenty of cracks.
Of course, there's still so much I have to learn about achieving this look, but the heavily layered rock in Faf's examples above was a bit too difficult/awkward for my stone wall. Maybe because that works better for floor patterns, due to how stone would be laid? idk.
That all said, if my stone looks too flat, it looks too flat. Thought I did some very subtle layering, but I noticed that my cavity map I baked later missed all of that. It only grabbed the corners and cracks.
sadly I need to move on to the next models for the game already (so my team doesn't get upset with me)
I actually took way too long on this wall, and need to get better at going 'in a rush' like was mentioned above.
eeesh. production timeline isn't very friendly to exploration.
but I will be posting back here once I have more time to explore/improve my style work. Also, if you guys see anything else I'm doing wrong here, tear me apart
Welcome to the club. This is my own take on Faf stone. I made it a year ago but here’s what I remember from the process:
Don’t try to sculpt small forms over large ones, you’re more likely to screw up what you’ve already sculpted. If you want rock that has layered detail, sculpt one layer on a separate plane, grab an alpha from it, and apply it to your main subtool. The layer brush with dragrect is ideal for this. Don’t try to use the standard brush, it looks awful and lumpy where your layers overlap.
If you haven’t already figured it out, the flatten brush works way better when its focal shift is set to ~-70. Took me forever to figure out why I was getting such mushy results with the regular flatten brush, but that’s it.
Trim smooth border works well for sculpting fast layers (also chipping at adges). Scribble some detail in loosely and clean it up with flatten.
Trim front’s nice for bringing flat planes back in once your sculpt’s gotten too noisy.
Your second attempt looks way better already. You’ve got a good composition going, you just need to layer your details correctly.
What you'll notice when you compare the old and new works of Orb, is that the style has changed quite a bit. Whereas your wall looks more similar to his earlier work. It's very sharp and crisp. If you look at the Throne it's much softer and it doesn't look as overworked when it comes to details and edges. Alot of the edges are still smooth and haven't been touched by a trim/flatten-brush. It'll probably bake alot better and look better in-game.
Smooth edges will show up much better on the normal than having super sharp edges. I'm a huge fan of that switch in style ^^
Fafs rocks from Siege of Orgrimmar might aswell be magic, so good. Not even after the tutorial do I have a clue about how to composite it into a handpainted look.
@pixelb : Not to derail the thread, but I'm super interested in how you composed the maps into that handpainted look. I assume that there's alot of painting over aswell ofcourse, but I've been trying to do this for ages but never get it right without painting over pretty much 95% of the maps.
It's tricky, definitely. When I did that one, I had no idea how to go about it. My strategy was just to bake out every kind of map from xNormal and a lot of ZBrush matcaps and fiddle around with blending modes until I found something I like. It took a lot of trial and error just to get to that, and the final result is an unholy mess of colorized occlusion and cavity layers- not something I could easily reproduce.
Nowadays when I want to get a stylized texture from baked maps I do something like:
1. Build the texture I want in greyscale values by giving the different materials appropriate grey values and blending over them the ao, directional light (taken from the RGB channels of the bent normal map), sometimes a top-down gradient, and occasionally cavity.
2. Colorize it by giving each material type a gradient ramp set to "color" mode.
3. Add stuff like mold, rust, or paint, that isn't captured by the baked maps. Usually through some mix of multiply/overlay layers.
3. Paint in edge highlights and last minute fixes. I think it's best to do as little at this stage as possible. Anything you handpaint in will look unnaturally "brushy" against the baked maps, and probably won't follow the normals cleanly.
For reference, here's what the texture looks like before and after handpaints. If I were to remake this I would try to paint in even fewer details than this.
She said she would do a gumroad tutorial at some point. I'm still waiting for it...
Last night I had an artist message me, asking for a bit of an update on this stuff. I'm far from the expert of any of this, but I ended up going in enough depth in my reply that I figured I'd post here also, for any new artists stumbling upon the thread.
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