Hello everybody and welcome to my Sketchbook. I do not have a lot of post on polycount also I want to show you the rest of my recent art but sounds to much like spam for me, in that case I want to start invited you into my portfolio on
Artstation and if you have any question or critique about one of the art
Im open to talk about it here, meanwhile I want to star my Sketchbook with my ongoing personal project.
Btw english is not my main lenguage, at this point I'm try to do not use translate a lot, so if you have the opportunity just tell me Ii learn better in that way, like the day some person tell me how to pronounce vegetable, that was a big achivement.
Back to my ongoing personal project, right now I'm working on in subway enviroment, I start creating a basic 3D sketch to test all the proportions in unity using the First person and Third Person character the software brings and right now and working on the train models, here I leave you some picture from the highpoly mesh and soon the low mesh with the bakes.
Thanks for reading me and welcome to my Sketchbook.
My bet wishes for your projects.
- Aender Lara
Replies
model
It was an excellent practice and challenge because I never work with nature before, it is not a big scene but I create this leaf almost from scratch and was interesting the process.
Check it on Artstation
Also Sketkfab view
I try Autodesk ReMake somebody mention it this days and I decide to check it.
It's really easy, I take 55 pics with my iPhone 6 and sended it to the Autodesk Cloud, but you can also send 250 pics for more details.
When the work is ready with pics on the cloud they send you back the model to the app. You can also do decimation and crop some parts you do not want in the app.
I do not retouch to much this one and I learned from this that it is better to render every half of bread separately and put it close-up digitally. But it was an awesome test.
Also if you are interesting, there is a lot of excellent videos on youtube to get something better and some tricks and tips.
Good morning-monday everybody, after 2 breakfast, 2 coffees and the Teapot art is time to show you updates from the Train Station scene.
Now this is a lot of high mesh to project in a low one, but it will be fun. Here the High Poly mesh for the rails.
- Aender Lara
Hello everybody I leave you here a new 3D sketch I work before sleep yesterday. Enjoy...!!!
Now some update:
Maybe my last WIP for the rail, now with albedo, gloss and metalness map.
Train Station Rail - Update - Scene Render
The model for the rail is ready and the scene is now taking some form. This are some fancy renders.
model
Temple Entrance - Update - Highpoly
This little scene is my new distraction this week from my main work art the Train Station.
I start working the highpoly mesh after the creation of the 3D sketch what I made to get a basic idea of the final model proportion and position.
During my path I changed some things from the sketch to get more "logical" details.
Temple Entrance - Update - Lowpoly and Baking
Big update for today, after a long day working on the low poly models and doing some of the bakings for the normal and the AO maps the art is almost ready for paint.
The actual Poly count now is 7441 triangles and 5 materials.
- Aender Lara
For this last one I use this gif.
Temple Entrance Final Version
I take inspiration for this art from my incomplete comic The Moon and The Fox https://tapas.io/series/The-Moon-and-The-Fox (Illustrations by Nathasha Padron https://twitter.com/Muakata) I create for the comic some houses, torii and other structures as reference for the illustrator and a couple of months ago I got this idea something like a miniversion of this place.
At the end it take me 6 materials and 9351 tris finish the model, I use my usual baking texture method with xNormal and paint everything with Photoshop.
Enjoy this art and let me know what you think or if you have any question about the process.
Best Wishes.
- Aender Lara
model
New WIP from the Train Station. High poly models to be projected, let see what we got.
Check the speed modeling video here
Working some props today, low poly Moka Pot coming. This will be almost my final mesh, I need to fix some details on it after the High and before work UVs.
Highpoly take me more than I imagine, but is ready and got some little issues, but was pretty easy to work.
Im not an expert recording my screen I just realized I did not record me doing the UVs maps. :C But I love the final look with the texture projection, I use xNormal for the projections.
- Aender Lara
Is finally over, sharing the final shots and soon awesome things and info. Enjoy and best wishes.
- Aender Lara
Fancy Pancakes - Art Spotlight
Well this take some time to finish and it start like a simple "I just want 2 pancakes over a plate" and finished with 24 props, that kind of thinks happen in life. Thanks Sauron I did not decide to create a restaurant after the table, but it was denetly an awesome progress, development and workflow, also my first time modeling food, that straberries give me so many things to think.
For the reference pinterest was more than perfect this time, I found a lot of pictures about breakfast tables, food, dinnerwares and more, always woking for the shapes, distribution, learning from the shots and lighning.
My workflow was my classic and actual, create low poly mesh, create the high one based on the low one and project the textures with xNormal (Ao and Normal), I did not plan pretty well the order of the objects and the distribution of the textures because big part of the time I add objects during the process, not really recommended but as I tell you my plan was 2 pancakes over a plate, but I think I sold pretty well.
I use joints for some animations like the pancakes on the big tower and the tray in the middle of the table, I attached the joints for this last one to a curve to create a path and scale the joints at the beginning of the animation in that way it appears from the void. (Scroll down image for reference)
Render with Marmoset Toolbag using 3 directional lights, the skylight and some camera settings including "Filmic (Hejl)" as Tone Mapping. (Scroll down image for reference)
Let me know if you have any question about the art it will be glad for me answer you.
You can also check it on Artstation and it looks just amazing on Sketchfab.
Best Wishes
- Aender Lara
Dont forget your sketchfab version. Pretty proud of this one.
I did not add all the details from the Real Model reference, the idea is add them later with PixaFlux after the texture projection with xNormal.
Best wishes.
- Aender Lara
https://www.youtube.com/watch?v=SI_vAj1KsB0
https://www.youtube.com/watch?v=t-U24uZaVjU&feature=youtu.be
This software is a beta yet and is open source. I start using it because I can add in a easy way normal and ao details into my models. All the detail maps you see and using are created by myselft and they will be available soon for free on gumroad, is collection with maps especially normals and AO.
PixaFlux still to young but it allows me to work with my 4K textures, something I love, my machine cannot work on 4K with Substance or Quixel so is great alternative for me, but for my little laptop the software goes slowly big part of the time so I need a lot of patien and imagination to work on it.
https://www.youtube.com/watch?v=ZtgevfWoPXg
This 5490 tris model started with me taking at least 30 photos in the square while 5 policemen stared at me, so many things could go through their minds that day, I just called myself "Toilet Stalker".
I could used Photogrammetry to create an excellent reference of the initial model, but I was stubborn and did it completely looking the picture on my phone while I model it on Maya. This was a base model that works like the almost final version of the Low Mesh.
Adding details to be projected was really simple but it took some time create this High Poly mesh.
And the UV Unwrap was pretty easy to work too, for my Unwraps I always use the regular Maya Tools, no fancy things here.
With the Normal Map and AO Map rendered in xNormal I add even more details to the maps using PixaFlux using the map package of details that I am creating (Soon free on Gumroad I swear).
At the end I had this model with a good amount of details already projected and place the colors in the Albedo is really simple, much of the time I use the option "UV Snapshot" of Maya to create masks of objects that I want with different colors to the base that in this case it was green.
Creating the metalness is really simple and very useful for the model, for the gloss I never kill myself too much and I duplicate the Albedo inside a group in Photoshop to with a black and white Adjustment Layer, then I start playing until I have the values that I want in the final model.
For the final render I have a Marmoset template scene for it, where I include 3 of my favorite lights that favor any of the models used so far, what always really changes is the HDR depending of the model.
Really in love with the final render, it took me a while to create it since I am doing some freelance that is almost over and it was fantastic and unfortunately I can not show anything yet.
Also let me know if you have any question about the model or the process and I will answer it with pleasure.
Best wishes.
- Aender Lara
https://www.youtube.com/watch?v=33v51dt07Xc
As 3D artist is hard work 2 months just coding without put real piece of art in your game, so I created this excuse for today where I say "The game need some placeholder art" here my speed modeling result, also with some explanation of the game and my experience working on it.
https://youtu.be/lzUM3gT0tPY