Hello everybody!
A little bit late, but there are still 360 days to go!
I tried modeling and texturing a lamp from the Studiopolis level showed for Sonic Mania.
I am trying to learn about the whole process, from modeling to baking, texturing and lighting.
Any critique or comments are more than welcome!
This is the reference I used.
Replies
To continue creating props from the Studiopolis Stage I decided to model an Anthena (TV Dish?).
I'm having a lot of trouble baking the normal map. I will continue working on it and fixing it tomorrow.
This is the Hi-res Model:
Today I worked in a Trim Sheet and a floor module for the Studiopolis stage.
I still have to work on the materials for each trim, for now... default Studiopolis Chrome. Also, I'm noticing some tiling issues, will fix them in the next days.
Day 4 - Microphone Enemy
Hi-res version of the microphone enemy (No Details)
Honestly, was way harder than I imagined. The topology of the metallic case is completely messed up because I used Booleans. I'm gonna remake the whole piece tomorrow so I can make the holes on the sides rounded.
I made the low-res model and baked the normal map! Finally! I know there are a couple of artifacts and some details that can be improved, but I finally understood how to bake a normal map.
Now... time to work on the texture! For now... Studiopolis chrome, haha.
I don't really know about this, but... is the number of tris too high for an enemy like this? It has 2586. Does anybody know what the average for a small enemy character should be? I have the feeling is way lower than this.
Finally finished texturing the Microphone Enemy.
Now in Marmoset Toolbag, normal map errors are more noticeable. Will be more careful when baking normals in my next projects. Also, I think that the eyes could be self illuminated to some point, so they will always be white and not get so dark under light conditions like this.
Other error I noticed is baking the normals in a full low-res cylinder, silhouette is modified when not extruding in the holes of the metal case in the low-poly model.
Aside from that, happy that I got to practice normal map baking, modeling and got to use substance painter.
Today I wanted to see if I was ready to be part of the January and February prop challenge, and decided to make only a small piece of the Stylized Prop (A Magic well or something like that). I decided I was gonna try using Zbrush and see what happened, and try practicing baking normal maps again. I think it feels too artificial, I could have worked more on the textures to make it feel a little bit more stylized, but honestly found hard to do it in Substance Painter. I will have to check how to do that stuff.
I also discovered that I hadn't inverted the Y channel of my normals in Toolbag, creating a lot of shading errors sometimes.
For now, I will stick to my Studiopolis stage and finish it before school starts again.
Couldn't work as much as I wanted today. Working on the trim textures for the stage. I still have to tweak A LOT of the roughness levels to make it feel not so shiny, and fix some seams for the tileable textures.
I am having trouble with the emissive map, but hopefully I will fix it tomorrow.
2 Minutes to midnight
Today I worked in creating the module for the vents of the stage. It is in part, another wall.
It looks like I will have to fix the UVs of the thinner vent in order for it to look sharper.
I have A LOT of work ahead regarding... EVERYTHING! But light and textures are things with a lot of room for improvement.
Spent the whole day playing with lighting in Unreal, unfortunately... couldn't make it look good. Unreal lighting will be a challenge I will face once I finish with all the assets. For now, it will be Marmoset.
I did NOT model Sonic!!! The Sonic model is one I found online (Here) . I placed it there for scale reference.
#12
Overwatch lootbox. Hi-res model halfway done.
(WIP)
Didn't advance a lot today. Baked the normals and started texturing. Gonna take some time to do great textures on this model.
When rendering, noticed some big shapes mismatches between my model and the original lootboox. have to be aware of the shapes and silhouettes before continuing with the high res model.
14:
Finished Lootbox! As I said before, noticed some shapes don't match with the original. I have to be more careful with that. I am still not convinced by how clean the top part looks, and also the water that fell on the bottom part might be too noticeable.
Also, I totally have to learn how to light the models! (Added the render in yesterday's environment just for comparison).
Comments and critiques are welcome .
Designed a Sugarcane bow, and started the blockout to match silhouette.
Started the high poly model for the bow. I almos got a hernia trying to figure out how to model the front piece. I hope I can finish modeling it tomorrow to jump to Zbrush and start texturing.
I never thought I was going to find this bow so difficult to model. It's been a really big challenge. But...! The model is ready to go to Zbrush!
Took me like 10000 hours to get this result. I find Zbrush really tricky! I find it extremly hard to make things look solid and hard.
This is a piece of the Sugarcane Bow.
Struggling for 3 days, I finally made it. It's not perfect by any means, but I am happy with the results. I say it again, Zbrush has been an incredible challenge. I had to make like 5 of these guys to get a descent result.
These are the front pieces of metal of the bow. I hope I can finally finish it tomorrow or Friday.
20:
Still WIP.
I had a lot of trouble doing the retopo of the high poly from Zbrush. But I finally got the normals baked! Far from perfect, but they are here. I started painting the textures. Colors are not convincing me, there is no clear separation between the gold piece from the sugar cane piece.
21
So... I finally finished it.
You can check the Marmoset scene in the Artstation post!
Initially I wanted to make Saint Valentines skin for Hanzo's (Overwatch) bow. While I was researching about Cupid, I found the story and representations of Kamadeva, Hindu god of love. The use of sugarcane as the main structure for his bow caught my attention. I know Hanzo is not from India, but I decided to create a bow based on the art Hindu artists made representing Kamaveda.
I know it's far from perfect. I have some issues with the normal baking, topology, and... well, pretty much a lot of room for improvement.
Today I decided to go for something a little bit easier... way more simple. Every single time I play an Overwatch match in Oasis (Even in competitive, sorry guys) I have to stop and look at this pot. I don't know if I find it funny, or cool... I just find it really curious. So, I decided to do it for today's exercise. I also wanted to create foliage, and see how it was made. Probably I should add one or two mor edges to the plant, so the curvature is smoother.
Just for reference:
Couldn't work a lot today. Low Poly model of a window and wall module for an environment I am planning to create.
Sculpted a couple bricks in Zbrush and started creating the lower section of the wall.
Also, finished the high poly model of the window frame (honestly, looks almost the same as the low poly).