Right, I'll guess I'll start off with a hello. (First post.)
It's also my first time tackling a challenge, really excited! So, I will be doing Sam Brown's concept, it's a fantastic piece, I hope I can do this justice. I'll be posting the greyblock on here in a bit. Concept breakdown:
The breakdown and the notes were both on the technical side, and for the "art" of it. The red in the image denotes modular pieces, purple/magenta for the big props. The notes in white, some are a little incomprehensible, but the idea here was for me to understand the piece, from lighting to background, and the story behind the image, and the questions I've had while going through and breaking this down. That said, I'm really looking forward to doing this!
Cheers!
PS: What's the deadline for this challenge? I couldn't find it on the first post.
Edit: Got the Block-In "done", any critiques would be appreciated.
Working the kinks out. Doing a textures first approach to the well. Right now the texture is very much my own interpretation of the concept in a painterly style. I may redo it to get it closer to the more cartooned look of the concept.
Please excuse the poor-quality GIF, I've imported my nearly-completed house into Unity and added some particle effects as well as a water shader that recreates those swirly-turquoise lines from the concept art. Still need to add the ladder, the chimney and a way to move the camera lol. (I'm an artist, not a coder )
If anyone knows of any up-to-date assets (free, please!) for moving the camera around in a circle around a point I'd really appreciate it!
(bark texture from SubstanceD)
@cutt1nedge wow that sculpt is looking great! Can't wait to see it finished!
This is my blocking progress in blender. I'm learning as I go, next I'm going to look at some tutorials for curves for the rope.
@Jiraya looks like you deviated a lot from the concept. I like the original wheel better, seems to balance the composition. @FlightyFelon I made a quick component for Unity recently that makes a camera orbit a target. Maybe you can use it.
@Astronovice ooh that would be super helpful! Could you send me a link? Also I'm really liking your scene blocking I'm trying to get better at blocking things in before moving ahead with texturing hehe
Some great work here by all on all the projects. Spent most of my time looking at the other grenades though as that's the concept which caught my attention. Impressed with the work by @s1dK (good looking HP), and @fhurtubise (nice work and good breakdown of the work)
This is the first time doing one of the challenges on polycount. My aim for this project is to try and go a bit faster than normal but still paying attention to detail as much as possible. I am looking to create the model and initial texture based on the concept, and then take it a bit further and create some extra 'skins'. The concept has a futuristic feel to it, so made me think of the skins which seem to be so popular in the AAA military shooters at the moment.
Block out complete. Took 3 attempts to get the details right at the bottom of the main part. Keep calculating the number of segments needed on the cylinder wrong, but now happy with the shapes and that I have captured all of the details. Ready to move on to HP.
I thought the modeling looked pretty straight forward, so that I could focus on learning Substance Painter more when texturing.
I struggled with the bottom pretty much though, didn't find a nice/fast way to model it. I ended up making the two different square shapes and shift+d around the bottom...
@jenast_ The bottom of the grenade is tricky. The way I decided to tackle it was create the pattern on a flat plane and then use a bend modifier to bend it into a round shape. Try and see if you can get it closer to the concept. This is a learning exercise so why not take the time to get it right.
Not including the bottom, the overall proportions and shapes of your model look good. A few things, the handle feels like it could be a bit wider. It also doesn't seem to be as flush with the grenade body as it does in the concept. The pull ring feels simplified. In the concept it feels more like a ring you would find on a key chain or real grenade. It's a good place to add some extra detail and interest without changing the design significantly. I like to think about where I can add extra details that add the believability and function of the object especially when working with loose concepts.
Here is the grenade I have been working on. Created the blockout in Maya, sent it to Zbrush and used the Dynamesh boolean workflow . Sent it back to Maya and created the low poly. Baked and textured the lowpoly in Substance painter 2. Rendered in Marmoset.
Hey all here is a quick update on the Scifi scene, I still need to design/model the tiling surfaces of the environment and sculpt the fabrics, I am pretty happy how it's progressing, I may adjust the wall where the glass window is in the concept to have a painting since the window didnt make much sense. The painting is part of the megascans library with adjusted colours to match thee scene
@FlightyFelon You can find the script here: https://gist.github.com/alexpana/60cd295a8f6d4fc02afdbd763d43f598 Just paste it in a file called OrbitCameraController.cs and add the component to your camera. The script has a target property which will be used to orbit the camera around. I've also added a turntable feature in case you want perfect rotation speed / accuracy. I'm waiting to see your turntable
@toxic_h2o - that's a good way to create details for a cylindrical shape and how I would have done it in Max. Hard to tell from your screenshot if this is Max, but I am using Maya and I don't know of a good way to bend things like you can with the modifier in Max.
My work flow is to look at the detail of the object and work out how many polys are needed in rows and columns, then create a cylinder with that number of subdivisions multiplied by the number of times the detail appears around the object. So in this instance I calculated I needed 8 poly 'columns' and the detail is repeated 5 times so I created a base cylinder with 40 subdivisions. I then work the detail into one of the fifths and duplicate it back around to create the full cylinder again. This works well with 5 also as is divides into 360 well, meaning each section needs to be duplicated and rotated 72 degrees.
It would be interesting to hear how other tackled this in different software.
Anyway, a quick update on my progress. I have completed the HP. Hoping to spend this afternoon getting the LP done, baking and a good start on texturing.
I found that I didn't create a very efficient edge flow for the detail at the bottom of the grenade so when adding extra edge loops for the HP model I had to do some tweaking and reconnecting of loops. This may look like a simple object to model, but there is still some challenges in there for sure.
I also spent some time working in some extra detail on the base. This is not shown in the concept, but thought it would be nice to add something if I wanted to create some renders showing the bottom.
Woa, thanks for the feedback, @toxic_h2o ! I will get right to it! Bend modifier seems like a real time saver!
@mrey4957 I don't know if it's a good way or the best way - but you can bend things with the bend deformer in Maya. Under the Rigging menu > Select Deform > Nonlinear > Bend . I'm trying to figure it out right now
Yup, the grenade was fun to do. Haven't done too much small prop stuff for a while now. Basically no painting effort to textures, only adjusting different sliders of Substance Painter 2, but got to test out the way to bake with _high and _low suffixes. 1k maps. Renders from Marmoset TB2. Marmoset Viewer can be found on my artstation https://www.artstation.com/artwork/X4Gg0
Well it might have been awhile ago (last June I believe?) but I used that concept art for my senior environment project. Kinda wished I could of stuck with the clean, minimal blue but my instructor wanted more "story" in my environment so I ended up taking a few more liberties (which I wasn't terribly happy with) regarding the color and decoration. When I get home I might go pull those older textures and re-render the scene to be the version that was closer to the original concept. (Side note, first post!) http://www.claywalters3d.com/space-suite-page
This one looked like fun too, so I'm going to try and finish this next weekend if I can. I adjusted the mechanics so they make sense to me. I also have a pretty good idea of how and where I want to use repeated elements. It might mean I have a few extra polygons, but I think the savings in texture space will be worth it.
Hey guys, nice job so far everyone. I`m done with the grenade so here it is with textures applied, 1 x 2048 and 6.519 tris, i could optimize it more but for a portfolio piece i think it`s ok. Rendered in SP with Iray.
Also thanks @mrey4957 for the kind words, your model looks nice too!
Hey everyone, another grenade prop here! It's really awesome to see everyones iterations on the grenade, might start up on an environment piece next if my time allows. Textured in Substance Painter and rendered out in Marmoset. Hope you guys like it!
Hi everyone, This is my first time doing the monthly challenge. Here is my grenade block out.
I used 3DS max and made a reference of the flat geometry and added symmetry and bend modifiers to see my end results on the fly. @a_beagle That tracer themed suite video is awesome man. Yellowcard is the bomb
@artrynkwoah your blocked scene looks amazing! My only thoughts would be that maybe the shingles on the front porch roof do seem to repeat a bit and that the tree's trunk seems to be getting thinner and thicker almost randomly. Overall super psyched to see you it turns out ^_^
Well I was done with texturing before my computer crashed! We really need auto-save adding to Substance Painter. It's not the first time I've lost a few hours work due to a crash of some kind. I even have the incremental save plugin in to make it a single click to save, but when you get in the zone it's hard to remember sometimes. Does anybody know of any way to recover lost work/data or a way to auto save in Painter?
Anyway I did get one render saved out before the crash which I am pretty happy with.
Hey this is my first time doing one of these challenges. check it out!! please give me some feedback on how I can make this look spot on, always willing to learn. thank you in advance!!
@Calvinb41 Your proportions are pretty off, unless that's your interpretation of the concept. However, even then I find the spoon of the grenade on the top to be a bit top heavy. I would work on making the top piece a bit less blocky in my opinion. @toxic_h2o Amazing render toxic. I really appreciate the finger prints on the grenade as well. Maybe a bit to much wear on the bottom portion? Only thoughts I can think of!
Calling an end on this project. I redid the work I lost and happy how it came out a second time around. I think i strayed from the concept a little with more damage added and wanted to see what it would look like with a dust layer, but I also think i matched the different types of damage to different parts of the model better this time around.
model And as I mentioned in my first post, I wanted to have a go at some alternative skins for the model. The original concept was quite sci-fi in feeling, so I went the the tried and tested hexagons and digital camo patterns. I'm happy with the results and pleased with the new details that I added to the concept.
Finished the baking process, and am happy with how quickly I was able to deal with the baking errors. Must be getting better at the process. Pretty pleased with how it has come out. Here is a Marmoset render with some base materials.
First time poster and also attempting the monthly challenge. Here's my low poly bake bake from high poly rendered and baked in substance painter. Hopefully should have it textured very soon and will move onto another one of the monthly projects as enjoying it so far.
was away on a camping trip for few days. here's my progress on the grenade. I've been focusing on the main body and lighting / presentation only so far. C&C welcome! also, yes the safety pin is inside the mesh. it was easier to retop it straight and not angled as it will be at the final.
Replies
Regarding the skull head: that default Blender monkey head model is there just for fun
It's also my first time tackling a challenge, really excited!
So, I will be doing Sam Brown's concept, it's a fantastic piece, I hope I can do this justice. I'll be posting the greyblock on here in a bit.
Concept breakdown:
The breakdown and the notes were both on the technical side, and for the "art" of it. The red in the image denotes modular pieces, purple/magenta for the big props. The notes in white, some are a little incomprehensible, but the idea here was for me to understand the piece, from lighting to background, and the story behind the image, and the questions I've had while going through and breaking this down. That said, I'm really looking forward to doing this!
Cheers!
PS: What's the deadline for this challenge? I couldn't find it on the first post.
Edit: Got the Block-In "done", any critiques would be appreciated.
this challenge was a lot of fun! might have to give some of the others ago
Doing a textures first approach to the well. Right now the texture is very much my own interpretation of the concept in a painterly style. I may redo it to get it closer to the more cartooned look of the concept.
Really Nice WIP shots all, My Granade WIP
Working on egor's fantastic concept art and heres my wip so far
CJohnson_1990
wow thats a pretty detailed breakdown of the concept! Very helpful.
First time taking on one of these challenges so I decided to start out with the grenade
2,2k tris and 1k maps
I'm really looking forward to seeing more stuff from you guys, keep up the good work
I had a hard time rendering out the image since I'm not too sure how to do lighting/what looks good so any advice would be helpful!
Everyone here seems to work so fast so I'm going to try my best to keep up and hopefully improve a lot
I like the well concept, here is my block out for now
Please excuse the poor-quality GIF, I've imported my nearly-completed house into Unity and added some particle effects as well as a water shader that recreates those swirly-turquoise lines from the concept art.
Still need to add the ladder, the chimney and a way to move the camera lol. (I'm an artist, not a coder )
If anyone knows of any up-to-date assets (free, please!) for moving the camera around in a circle around a point I'd really appreciate it!
(bark texture from SubstanceD)
@cutt1nedge wow that sculpt is looking great! Can't wait to see it finished!
This is my blocking progress in blender. I'm learning as I go, next I'm going to look at some tutorials for curves for the rope.
@Jiraya looks like you deviated a lot from the concept. I like the original wheel better, seems to balance the composition.
@FlightyFelon I made a quick component for Unity recently that makes a camera orbit a target. Maybe you can use it.
Some great work here by all on all the projects. Spent most of my time looking at the other grenades though as that's the concept which caught my attention. Impressed with the work by @s1dK (good looking HP), and @fhurtubise (nice work and good breakdown of the work)
This is the first time doing one of the challenges on polycount. My aim for this project is to try and go a bit faster than normal but still paying attention to detail as much as possible. I am looking to create the model and initial texture based on the concept, and then take it a bit further and create some extra 'skins'. The concept has a futuristic feel to it, so made me think of the skins which seem to be so popular in the AAA military shooters at the moment.
Block out complete. Took 3 attempts to get the details right at the bottom of the main part. Keep calculating the number of segments needed on the cylinder wrong, but now happy with the shapes and that I have captured all of the details. Ready to move on to HP.
Here's my low/mid-poly model:
Not including the bottom, the overall proportions and shapes of your model look good. A few things, the handle feels like it could be a bit wider. It also doesn't seem to be as flush with the grenade body as it does in the concept. The pull ring feels simplified. In the concept it feels more like a ring you would find on a key chain or real grenade. It's a good place to add some extra detail and interest without changing the design significantly. I like to think about where I can add extra details that add the believability and function of the object especially when working with loose concepts.
Here is the grenade I have been working on. Created the blockout in Maya, sent it to Zbrush and used the Dynamesh boolean workflow . Sent it back to Maya and created the low poly. Baked and textured the lowpoly in Substance painter 2. Rendered in Marmoset.
C&C welcome!
High and Low
model
My work flow is to look at the detail of the object and work out how many polys are needed in rows and columns, then create a cylinder with that number of subdivisions multiplied by the number of times the detail appears around the object. So in this instance I calculated I needed 8 poly 'columns' and the detail is repeated 5 times so I created a base cylinder with 40 subdivisions. I then work the detail into one of the fifths and duplicate it back around to create the full cylinder again. This works well with 5 also as is divides into 360 well, meaning each section needs to be duplicated and rotated 72 degrees.
It would be interesting to hear how other tackled this in different software.
Anyway, a quick update on my progress. I have completed the HP. Hoping to spend this afternoon getting the LP done, baking and a good start on texturing.
I found that I didn't create a very efficient edge flow for the detail at the bottom of the grenade so when adding extra edge loops for the HP model I had to do some tweaking and reconnecting of loops. This may look like a simple object to model, but there is still some challenges in there for sure.
I also spent some time working in some extra detail on the base. This is not shown in the concept, but thought it would be nice to add something if I wanted to create some renders showing the bottom.
@mrey4957 I don't know if it's a good way or the best way - but you can bend things with the bend deformer in Maya. Under the Rigging menu > Select Deform > Nonlinear > Bend . I'm trying to figure it out right now
Basically no painting effort to textures, only adjusting different sliders of Substance Painter 2, but got to test out the way to bake with _high and _low suffixes. 1k maps. Renders from Marmoset TB2.
Marmoset Viewer can be found on my artstation https://www.artstation.com/artwork/X4Gg0
Cheers, folks!
http://www.claywalters3d.com/space-suite-page
I`m done with the grenade so here it is with textures applied, 1 x 2048 and 6.519 tris, i could optimize it more but for a portfolio piece i think it`s ok.
Rendered in SP with Iray.
Also thanks @mrey4957 for the kind words, your model looks nice too!
Any C&C are welcome.
This is my first time doing the monthly challenge. Here is my grenade block out.
@a_beagle That tracer themed suite video is awesome man. Yellowcard is the bomb
I will also publish it on my Artstation tomorrow.
toxic_h2o Great idea modelling the base flat and then bending it, didn't think of that at all!
Great job everyone, you also managed to motivate me and make me start modeling again and that's no small feat haha!
Got my base situated and moved into sculpting.
Anyway I did get one render saved out before the crash which I am pretty happy with.
Almost done, gotta add the arm and back text and reduce the edge scratches.
not entirely sure about the dark metals here, PBR-wise
My website : http://calvinb41.wixsite.com/calvinbaptista-1
Your proportions are pretty off, unless that's your interpretation of the concept.
However, even then I find the spoon of the grenade on the top to be a bit top heavy.
I would work on making the top piece a bit less blocky in my opinion.
@toxic_h2o Amazing render toxic. I really appreciate the finger prints on the grenade as well.
Maybe a bit to much wear on the bottom portion? Only thoughts I can think of!
Here is my high poly. I'm pretty happy with how it's going. Any glaringly obvious errors?
model
And as I mentioned in my first post, I wanted to have a go at some alternative skins for the model. The original concept was quite sci-fi in feeling, so I went the the tried and tested hexagons and digital camo patterns. I'm happy with the results and pleased with the new details that I added to the concept.
Comments welcome and appreciated.
Here is a Marmoset render with some base materials.
perspective study since i couldnt recreate the exact angle in unreal, so was wondering what i was doing wrong :P
Hopefully should have it textured very soon and will move onto another one of the monthly projects as enjoying it so far.