[------------------------------------------------------------LATEST PROJECT WIP------------------------------------------------------------]
-----------------------------------------------------------------------------------------------------------------------------------------------------------
I've experienced some bad stuff in my career this month. I do not want to go into it as I only want to look upwards.
I have problems I need fixing and I've got ambitions that need succeeded.
I've decided to push my hardsurface modeling as well as general 3ds max knowledge. This also includes pushing my understanding with realistic textures, whether thats carrying on with quixel or using substance painter. I will also look into understanding design language and start drawing again.
My first project is following the
Simon Fuchs Turret tutorial.
Here is my progress of the Turret:-
I've found a good way of keeping up with the tutorial though it took a few attempts to get it right.
I can now start the HP. My approach is to watch a section at a time at full speed, then watch a second time half speed and write notes and then the slowest speed and follow. But like with most things this could change however I want to make sure I dont miss any solid advice.
I have some big goals in mind, one of them being cutting my times in half and becoming more efficient at hardsurface modeling.
By the end of the year I want to be more confident in my ability and be able to tackle advanced concepts that currently scare the shit out of me.
Any advice, encourage or virtual high fives would be greatly appreciated. If there was any time to have the polycount community around me now is the time.
Thank you.
Replies
Nice
Thanks, I hope to post a worthy update by the end of the week.
Pretty happy with the progress so far however once getting into Meshfusion thats when things started to get a bit stressful....
Maybe I just got the trail at the wrong time with 10.2 coming out so soon. Because I wanted to follow what Fuchs was doing I decided to just go with 10.1.v2. It hasn't been easy and it took me a rather long time to get to grips with Meshfusion mainly the scaling which turned out to be the biggest problem. But as you can see I ended up with a pretty good result for that section being the first of many to go through this process:-
Blockout->Smoothing Group->Details->Cutting Objects->Modo Meshfusion->ZBrush for Dynamesh and Polish->Decimate
I am so pleased with the results, even more so considering I had so many problems at the beginning. This has definitely got me really excited for the rest of the turret and its also definitely already achieved the results and expectations I had taking on this challenge.
Following the advice and working on something side the turret I found some awesome concepts by David Harrington:-
After a disastrous weekend trying to make an awesome weapon from Ratchet and Clank I decided to focus on getting blockouts more solid.
Right now I've noticed that the 3rd one could be a bit more rectanglier and that tells me I still got a while to go but Im feeling more positive about.
As you can see I took the first two and 'hardsurfaced' them up.
Overall and especially with the blockouts it gets me to stretch my fingers with all the shortcuts, scripts and tools used on the turret.
Some details are missing from the boxes but will be added soon
Just going to keep pushing, get past any depression that comes my way. I should know by now that I can conquer any problem that comes by my way but sometimes I forget.
Any crit is appreciated, thank you.
I'm very tempted to do it all over again as I'm not 100% happy with how smooth the center piece, especially around what should be beveled edges. I'll have a think. I guess its more practice!
I think I'll be getting back on with the Ratchet and Clank weapon a bit later, I'll post the concept along with an update on that.
Any crit or suggestions about the bevel in question above then let me know (I could even point it out but i think its pretty obvious.
Now to get working on the ratchet and clank weapon!
no Ratchet and Clank weapon tonight, its time to sleep.
Crit is encouraged, thank you.
So here is todays update, I also finished video 5/8 of the highpoly so my plan now is to drink my livers worth in beer and whisky.
I've started the actual guns now, been really fun especially now I've got into a really good groove with Meshfusion. One thing that hasnt helped and something that has been mentioned in the tutorials is a lack of organisation, its something I should have really considered. Once I started oragnising things more for myself more so in the Modo scenes things became a lot easier.
So this is everything from Modo now in Zbrush ready for some dynamesh and polish fun fun fun!
I'll be sure to post an other update later tonight or definitely tomorrow!
Thanks!
I also adjusted and added some pieces to the barrel wing as well as adding more details to the actual barrel.
I have finished HP video 6/8 which is something i wanted to achieve before the end of my short week.
Now to drink beer.
*disclaimer:- I dont have a drinking problem, yet anyway, we'll see by the end of the challenge*
Its been an interesting 2 ish months I guess.
Yeah I think it took way too long, but it shouldnt matter whilst learning these lessons.
I keep thinking maybe making the turret 90% to what Simon is wrong but then again I think 'well the point i guess is too make the turret right?' But yeah maybe I could have changed the design but for me I find it a lot easier following a good set of instructions than watching and trying to apply those techniques to my own exercises. Seeing them in action and applying them to the same actions just makes sense to me.
Keyshot was really fun and probably will be my new go-too when it comes to HP renders.
Now to crack on with the lowpoly......fuck.
So I was going to wait till the end and write a postmortem on the entire project but I thought maybe that was a bit too much to write down and I'm sure even if I cover things in sections over time I still will be writing a lot once I have it all done.
So here is a list of the many positive and negative things I've come across during this project so far...
THE POSITIVES:-
*Using new scripts such as: Rappa Tools, Miau's Script Pack Vol 2, SlideKnit and soulburn scripts to name a few
*Better understanding with Boolean operations in 3ds max (pro-boolean too)
*Quicker and more sensible modelling decisions
*More 3ds max shortcuts cutting down on time
*Using Modo/Meshfusion! The ultimate TimeSaver!
*Zbrush Decimation principles and better understanding
*Hardsurface detailing in ZBrush (alphas)
*Select similar in Graphite Modelling (3ds max)
(very small thing to learn but something thats been hiding in max all this time and I've only just found it)
*Utilizing hide and unhide in 3ds max a lot more proficiently
*Realizing how important orientating and scaling is and how disruptive it can be if not established correctly.
*Fixing imported obj normal issue
(I rather annoying problem I had whenever I imported an obj from an other scene and start editing it, the normals would mess up and no matter what smoothing group i'd change it too it wouldnt fix. The way that fixed it was to select all faces and detach them and then I could edit the smoothing group.
*Utilizing scene explorer
(I'm still using 3dsmax 2012 and a quick look on scriptspot I found a great copy of the scene explorer)
THE NEGATIVES
*Poor understanding with cutting objects to be used in Modo/Meshfusion
(this is definitely resolved now once through the entire process)
*Poor Organisation
*Poor attention to detail (linked to many other issues)
*Constant failure keeping proper symmetry with assets
*Complete fuck up in scale and orientating
*Took too long to get to grips with Modo, its not hard!
So thats what I have at the moment, I actually hope to have the lowpoly done by tomorrow. I can then start the unwrap and maybe at the weekend I could play my Playstation for the first time weeks and play Dishonoured 1!
Heres hoping.
I really enjoyed the new method of unwrapping, again finding out this method and discovering alot of the new stuff I've learnt during this period is embarrassing as fuck. But ignore that and just appreciate the fact I am moving forward.
This weekend I have been thinking about my current approaches and future prospects.
I want to put it here seeing as this is an improvement thread afterall and I want to document all my thinking as its all part of my improvement.
I plan to delete everything apart from 1 or 2 pieces of work off my portfolio next year. This is because I feel alot of work will suffer against the turret and other new work and also because I'm changing my specialties.
Handpainted textures will always be close to my heart but I think its time to work on more realistic textures.
Also I want to organize my weeks better. I have the luxury of spending all my time on my portfolio until I decide to start looking for new work. I reckon working on the turret just 9-5 for now would be great as long as I dont get distracted. I'm actually aiming to have it all done by the 30th November!
So my plan after 5 is to get back and work on other projects, its something I was doing a few weeks ago but the turret just took over. No more late nights, they are not necessary, I should be able to do everything within a work day.
I'm also wanting to update my CV design too as well consider moving my site to SquareSpace, I've spent a lot time making my website from scratch with the same knowledge I've had for 7 years and I think its time to move to something more professional. I know I could use Artstation but I dont want too.
I know all the UV stuff is boring but I want to keep this thread alive, so anytime I'm moving forward I want to document it.
I cant wait to apply all of what I've learnt to the next project that I'll start on Monday.
Its a shame I haven't done anything else but the turret but I think it just proved how much more I need to learn.
So here are the final shots:-
Lastly, big up Simon ( @IxenonI ) for the awesome tutorial. I really encourage anyone who feels like they could improve on speeding up when it comes to hardsurfacing as well many other techniques to improve overall work to give the tutorial a go.
Thanks for the support throughout the first of many improvement projects from me. Expect bigger and better things, this is just the beginning.
I plan to make this Mech concepted by Kris Thaler
So far I have a fairly solid blockout and from the lessons I learnt from the last project I wanted to push my blockout a lot further than I have in the past. To add, I wanted to also pay more attention since the added complexity of making sure I can have the cockpit too. This is something I have yet to do (exterior with an interior)
I've had to figure out for myself what the back of the mech could look like. The side profile does give some indication. I am using some titanfall reference but dont want to add unnecessary complexity.
Also some proportions are slightly out compared to the concept especially around the cockpit opening, maybe something I can fix but I doubt it because it does work.
I'm also making a pistol from Titanfall in the evenings and at least one day of the weekend. I've only worked on it for a few hours so not much to show.
The ratchet and clank gun Ive mentioned in the past is dead.
I hope to have the highpoly mech done by christmas (21st dec) and ideally have the pistol finished, however for the pistol I really want to use substance painter.
I really enjoy DDO however the more and more I look around it seems like substance is the biggest player now for games companies. I think maybe the only thing that could make DDO more desirable is making a standalone app and normal map baking, maybe, maybe not. I also fancy using Knald just see if it offers anything better than xnormal (I have aboslutely no complaints with xnormal)
I encourage any crit so dont hesitate.
oh and lastly the Turret is now on artstation with a marmoset viewer, the textures are slightly updated
Thanks.
Keep going though, I look forward to seeing the progression
highrez
I plan to add the absent detail with stamped normals in NDO2.
Instead of using ZBrush I opted to use some floaters where I could and wanted. I always have mixed feelings about floaters, i think maybe just because you notice them when you do HP renders, but I mean if the greats can do it why cant I?
I notice some problems with some of the details as well as its left hand (a bit long) and these will all be fixed once I do all the final renders.
I was really happy with how MTB3 handled the highpoly too.
Now to start the retopo.
Every step ended up going a lot more smoother than I anticipated.
I have a few days before I go on holiday for Christmas and I plan to have some fun and make a bit of diorama for the mech just to make it a bit more interesting than what I have right now. Christmas will also give me time to rest my eyes and I can add the changes I need to the mech texture if needed. Maybe I could add some more decals around.
I obviously didn't stay 100% to the texture wear and tear from the concept but I wanted to expand but not go too overboard.
This will be my last post of 2016, thanks for the support.
Expect bigger and better things from me in 2017, no holds barred next year.
Merry Christmas and Happy New Year.
Thanks alot, I am making a sort of HS environment with doing the diorama for the mech, and it's something original too! pressure! But no 3d till the 3rd January!
Back into the swing of things with depression, anxiety, positivity, eagerness, cockiness and negativity. So basically a lovely cocktail of emotions rattling through my brain. Feels good.
I've started blocking out the diorama for the mech. I'm struggling with trying to keep similar consistency between the diorama and mech so hence why I'm posting it at this particular phase. I will warn you its still very blocky with a lot of meshes with smoothing but definitely room for added complexity.
A few floating things and holes but I guess you will just have to use your imagination, the floor will have a lot of bolts, grooves and details but I guess I want more. I keep getting reminded I have as much time I want and I think I need to if I want what I want out of this piece. I think I'm also looking at very conflicting influences int Firefall's HS style as well as Paul Pepera's old scifi studies. But maybe I can find a really nice balance between both influences.
So I've decided I cant do 2 projects at the same time. I've failed too many times but its important to take breaks from the main project. So I'm planning to do HS studies once a week to stretch my muscles more.
I found the concept on a thread on here and will link the ref here
And here is the result
Thanks for checking out the thread, its set to get even doozey-er than ever!
In the mean time I have been carrying on with my studies, this time I've worked on the motion tracker from Alien. A lot of what I plan to make in my spare time are from the 'hardsurface weekly challenge'
So here is the ref, I was actually looking at multiple ref's and some details were on one piece and some were not so I just chose what I thought looked cool and challenging.
Still love MTB3 and how I can just use it to render out these studies so easily with no lagging.
I moved away from the diorama for the mech, maybe a stupid idea and something I should of stuck with but I just felt like i was wasting time.
Been playing lots of Doom, well until Horizon Zero Dawn gets released! I got inspired and bought the artwork book. Loved one of the weapon concepts and decided to give it a go.
The concept was done by Jon Lane
and what I have which is the highpoly all done! Any feedback would be greatly appreciated.
I will making the switch to Substance Painter for the textures, I know DDO will be distraught.