Hello everyone, and welcome to my thread!
I finally decided to start a thread to register my progress on this project. I've been modeling some assets here and there for a while, and decided to put them all into a scene. That said, this is my first try at a larger scale project. We gotta start somewhere!
Please, i encourage you to criticise and suggest things. Here we go:
INSPIRATION
My main inspiration was the work of
HJ Park.
I loved the crowded/disorganized feel of his environment, full of assets of all sorts. Since i'm aiming for an environment/prop modeling position in the future, this is a good oportunity to showcase my skills managing multiple props.
I'm not following any concept in particular, but a couple of images of messy electrician workplaces and garages. There is a single pic (the one in the center) that can serve of guidance for my project. It has bombs n stuff. From them i get ideas of typical objects found in those places. Here is a PureRef image of some of the references i gathered:
Yep, that's a lot of assets... But i'm confident that i will be able to handle it.
I thought about bringing the scene to Unreal Engine, but for now I will be rendering this project using Marmoset Toolbag 3. Let's see.
IDEA
The idea is to model a basement of a terrorist: full of bombs, mines, grenades, missiles, old military storage crates, wires (a LOT of wires), electronic devices, tools, pipes, improvised explosives, cellphones, etc. There will be a couple of focal points to be stabilished. I really want to achieve that feel of an organic, disorganized workplace. The place will have few light sources, with some moonlight coming from the basement window. I'm still finding new stuff to add to the scene, so
feel free to sugest objects for me to add.
BLOCKOUT
Unfortunatelly i didn't start the project with a blockout, i created a blockout at a later stage. As i said previously, this project created life and demanded me to expand it
Here is a really rough blockout with a ref man for scale and some low poly geometry:
Here is the blockout mixed with some high poly stuff:
WIPs
Here i'll post some progress pics of the things i've got so far.
British 3 '' mortar shell:
PROM-1 mine:
M43A2 mortar shell:
S-mine ("bouncing betty"):
M18 "Crymore' mine (sorry, i couldn't resist):
Realistic Patrolman-9 radio:
Arc welder:
Here is a pic of what i've baked and textured so far (just the vise and the table):
I guess that's it. I'll report back once i get more progress and some time to spare.
Again, C&C is extremely valuable to me.
Thanks, Polycount!
Replies
I'm planning on a sculpt pass on some stuff here and there.
Locker:
Chair:
Variable voltage power supply:
Hand welder:
Jieldé desk lamp:
Silicone glue gun:
Thanks for visiting.
C&C more than welcome!
Zycomm two-way radio:
Small metal cabinet. The arc welder will be on top of it:
Breaker box that i started to add wires. The plan here is to bake the wires into a plane with transparency:
Crates (i definitely will do a sculpt pass on these):
Crate and a crowbar:
That's it for now.
Thanks for visiting. C&C always welcome.
The arc welder is done. This is my first time using the metalness workflow. Gotta say it is much easier to manage it, because you basically have one less map to worry about (specular).
Some Marmo screens (the cabinet is using a place holder texture, i'll be texturing it tomorrow):
Tomorrow i'll hopefully have both the welder and the cabinet done. I'm planning on releasing a marmoset viewer of them at my Artstation
C&C always welcome and thanks for visiting!
Cheers!
I got an update. Currently i have a few moments to really focus on this project, so here we go. Please feel free to critique me before i post this portion to my Artstation.
Jieldé lamp:
Some of my reference:
Thanks for visiting!
Artstation link: https://www.artstation.com/artwork/EKQYA
Thanks again!
Tip to get better highlights inside Toolbag 3: change the reflection type to blinn-phong. Plug in the normal and AO, place the AO in the albedo slot as well, set the spec to +- 0.3 and gloss to +- 0.2 (just play with the values to make it look good).
Also if your texture has any banding with this setup it should be pretty visible.
Thanks for visiting. Next step is texturing this
and thanks for that rendering tip in TB3 :]
Current WIP of my radio. Still blocking out the materials.
I made an animation for the heck of it
Thanks for visiting
Thanks, @cmc444 Clinton, it means a lot
Artstation link with a Marmo Viewer: https://www.artstation.com/artwork/arz19
Thanks all for visiting and keeping in touch, i really apreciate it!
I guess i'll have to begin waking up earlier than i'm used to in order to not lose the pace.
I'm doing the internals of the claymore mine. I couldn't wait to begin with the fancy stuff... the explosives!
There will be two of them on the scene, one of them opened. I'm planning on doing an improvised fuse on one of them, with duct tape and all, like with this one i found online:
Also the detonator and lots of wires are in the making.
C&C not only welcomed, but encouraged.
Thanks for visiting
I'm inclined to prefer the wrap that goes around the piece -- but that could not be the way that a real "mad bomber" would do it
Edit: i forgot i had this "messy" prototype as well (the width of the duct tape would have to be adjusted):
What method are you using to create the strips? Just modelling them or are you using some more advanced technique?
The tape is just extruding edges and manually conforming them. In a past project i had bad stuff happening if i applied a shell modifier before exporting to Zbrush (even with backface masking the faces on the other side would be pushed towards my strokes). So i plan on exporting a single stripe, sculpt details and only then apply the thickness via panel loops.
Feels bad bumping this thread without some progress... but i'm currently really short on time ;___;
I wanted to bump the thread only when i had something to show. Here is the little progress i made in the short time i have in most of my days:
Claymore IED that i'm making. The idea is for it to be controlled via a board used to control electric gates. Some duct tape is missing to support the battery and the antenna and a controller to blow it up Also the words i'll be making on SP.
Fixed some areas in these mines, added a tripwire and modeled a variation of the s-mine:
And the most boring for last
Some 5 minutes 115 mm mortars to be used on the background of the scene.
I guess that's it... Once i have more updates 'i'll report back!
Thanks for visiting. C&C appreciated
Here is some update. Finished the bake of some mines:
And here is the first one finished, a yugoslavian Prom-1 mine:
Thanks for stopping by. I hope you liked it!
C&C appreciated!
Sure thing. The setup is a simple three-point lighting: 2 from the back for silhouette and 1 key light for some highlights:
I then add some brightness to the sky and let it do the fill:
Later i do some adjustments to the contrast in Photoshop, nothing too fancy.
I hope it helps in some way. Thanks for commenting
C&C appreciated!