As a training, I would like to make a bottle in the style of the excellent work of Yannick Gombart on his bottle Plagued Spirit (Dishonored 2) -> https://www.artstation.com/artwork/VR8eZ
nice result! I reckon the render/screenshot colours could be a little more vibrant when compared with Yannicks rat bottle. The lid is a little hard to read, would be nice to see that cork sticking out nicely etc. I kinda like the way Yannick has this almost clear bottle part near the top where it sorta looks like the liquid doesn't go all the way to the top. Hope that makes sense anyway. Plus the label could be significantly less shiny than the bottle. its a really good prop!
For the tentacle, I only made a High Poly on Zbrush and used the baking's heigh map ( made with MarmosetToolbag ) to simulate the tentacle in the bottle.
This technique allows not to have far too many polygons
And to be able to play with the depth with a simple "level" !
This looks awesome ,so I'm trying to recreate this effect but i cant figure out the baking process.I have tried to bake the liquid with the liquid inverted and the content in the middle and with just the content in the middle i cant seem to get it right. Do you mind sharing.
Same here, I haven't found a perfect solution for the baking yet. I took the liberty to use your work as inspiration @Corderoch so I can get something fast. It's just a test for the technique you were showing, so I hope you don't mind posting it here:
I simply tried to bake the high-poly tentacle inside to the low-poly bottle - which kind of works but resulted in all kind of weird depth values whenever the raycast shot into the backside of the bottle itself I guess. In the end I had to correct alot in PS to get a workable displacement map.
Perhaps I will try a more cylindrical bottle with a thin cylinder at its center next to get better results with the thin cylinder acting as a "catcher" for rays which did not hit the tentacle.
Anyway, this really is a nice technique with potential. Thx for showing - I will tinker with it.
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Adding noise details