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Casual Bakery

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Ashervisalis high dynamic range
Hey friends, here's my newest project. Based on the concept by Mateusz Mizak.

Current block out

Ref


I'm going for the bakery version in the second image. Lots of great direction being provided by the people in the Greentooth Slack chat :)

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  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    It's a great start! One thing I'd point out is that there are almost zero vertical elements in the concept that are perfectly aligned with the vertical axis. There are a few straight & level lines horizontally, but almost everything vertical has some amount of outward angle (in some cases even bending), and this is a big part of personality of the piece. This is a style that thrives on being messy and wonky, embrace it!
  • Ashervisalis
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    Ashervisalis high dynamic range
    @Zack Fowler  Thanks Zack! I'll be adding a lot of deformers soon, I'll get that bendy look you're talking about  :p
  • Ashervisalis
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    Ashervisalis high dynamic range
    I was kindly advised I should be sculpting a lot. Here is the croissant sculpted in ZBrush.


  • Tits
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    Tits mod
    Nice croissant
  • Ashervisalis
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    Ashervisalis high dynamic range
    Retopo'd, mapped, and baked (first time using Tool Bag for the baking and it is awesome). This entire thing is under 3k polys.


  • Jack M.
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    Jack M. interpolator
    Love the sculpts and the texturing is solid too. I think you could stand to have a bit more color variation in the wood, but beyond that, really nice work!
  • Jack M.
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    Jack M. interpolator
    Super quick paintover of what I mean.


  • Ashervisalis
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    Ashervisalis high dynamic range
    @Jack M.  Thanks so much for the paint over! I'm working on color variation as per your paint over now. Will post update soon. B)
  • Alex_J
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    Alex_J high dynamic range
    Great concept and great execution so far. Those bits of wood hanging off like the flaky crust is nice touch. Making me hungry.


  • Ashervisalis
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    Ashervisalis high dynamic range
    @Alex Javor  lol thanks. I'm always hungry ;)


  • Joopson
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    Joopson Polycount Sponsor
    So this is what the ever-famous croissant is destined for.

    Looks good!

    The latest texturing update feels a little too noisy for me, almost like a clouds filter was multiplied over the whole thing. So, I guess it feels like arbitrary dark patches.

    But also: the rest of the building is more immediately important. I'd recommend calling this croissant itself good enough, and then maybe come back to it when the rest of the building is complete. You don't want a perfect croissant hoisted up upon a mediocre building!

    And you can only scrutinize a baked good for so long.
  • Ashervisalis
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    Ashervisalis high dynamic range
    @Joopson @valociraptor Thanks for the critique! I'm gonna move on and maybe I'll revisit the croissant texturing a bit further into the project.
  • Ashervisalis
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    Ashervisalis high dynamic range
    Sorry guys, summer has been happening. I've managed to get a bit more done. I'll upload an image of the piece in a bit, but for now, here are some stairs I've sculpted.


  • Carabiner
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    Carabiner greentooth
    Hey @Ashervisalis this is looking super cute! The croissant itself feels a bit dark to me?
  • Ashervisalis
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    Ashervisalis high dynamic range
    @Carabiner yeah it's looking super dark and glossy. I'm gonna be updating that texture pretty quickly. Thanks!
  • JamesBrisnehan
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    JamesBrisnehan polycounter
    Or is it toasted and glazed? Anyway great work so far.
  • Ashervisalis
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    Ashervisalis high dynamic range
    @JamesBrisnehan I untoasted it for ya! Thanks :)

    OK so I went through and updated a bunch of things, giving more curves and a more toony feel. Spent today doing a lot of (re)texturing. I've created the bench and the ladder, updated the tree bushes, and started working on this mounted mouse for the side of the building.


    List of to do;
    - Redo grass texture. Create dirt texture.
    - Sculpt some rocks for the ground.
    - Sculpt cracks and damage decals for the walls. Will also need to create colourful decals, though not going as intense on the graffiti as the concept.
    - Complete mounted mouse.

    There are most definitely other things but I can't think of them right now.
  • Obscura
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    Obscura godlike master sticky
    Maybe I have bad eyes but I can see very little difference between this grass and the previous one, at least on this screen size. Maybe try using some foliage planes too, to give it some sense of depth. I feel like without those, it doesn't matter that much what kind of texture you put on it because its really small and mipped out. It would be hard to notice even if you would have only done some slight hue and saturation shift on the previous one to make this change. Other stuff is looking nice though.
  • Ashervisalis
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    Ashervisalis high dynamic range
    @Obscura Yeah I agree. I'm going to make some foliage out of the grass material for sure. Thanks!
    ps. I used your workflow for the trees, thanks for that tutorial :)
  • Carabiner
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    Carabiner greentooth
    Really liking your roof textures! Agreed with @Obscura 's feedback too :) 
  • Obscura
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    Obscura godlike master sticky
    Sky sphere can be found by making the engine content visible. Or just make a fresh new level, and copy paste from that.
  • JamesBrisnehan
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    JamesBrisnehan polycounter
    The color shift of the foliage has made your grass cards stand out a little too much. You might need to play with the vertex normals a bit to get a softer look like the concept. 
  • Alex_J
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    Alex_J high dynamic range
    this turned out great. The whole thing looks very tactile. Has a miniature like quality to it that i think works very well with the concept. The lighting and presentation is great.

    I can see what obscure is talking about with teh croissant. It's not painfully obvious to my eye but if I have to make a critique I'd agree with that. I'd wonder if making the wood trimmings have similar detail and color/contrast ratio that might even things out? Just an idea.
  • Ashervisalis
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    Ashervisalis high dynamic range
    @Obscura Here's the opacity, color and normal. Maybe if I adjusted the color gradient to be more light near the bottom of the grass?
    @Alex Javor I see what you both mean about the detailing of the croissant. I believe it's due to needing to use lighter values for the wood, while the grooves/grain remained darker, else the croissant started to look like a poop. I wanted to keep the rest of the wood dark to provide some contrast. I'll keep level of detail in mind for my next project.
  • ChrisFraser
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    ChrisFraser polycounter lvl 2
    Love how this turned out man. Great work
  • Obscura
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    Obscura godlike master sticky
    I meant the world normal pass of the scene.
  • Tits
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    Tits mod
    Congrats on finishing! Good work!
  • Ashervisalis
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    Ashervisalis high dynamic range
    Thanks so much guys!

    @Obscura Here ya go!

  • Obscura
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    Obscura godlike master sticky
    Alright, based on this picture, its obvious that its the vertex normals that makes them stand out that much even when you fully match the color. I'll make a picture of how to fix this, when I get home.
  • Obscura
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    Obscura godlike master sticky
    Okay, so if you check out the article about the smooth shading on foliage, you mentioned, you see that there is an example for grass too. I can see how somewhat unclear it is of how what to do in the case of grass, but its actually pretty simple. You want the same smooth normals on the cards on the ground, as on the tree foliage. In the case of the tree, you align the normals of the planes to some spherical shapes, or in other words, pointing outwards. In the case of the ground grass cards, you would simply want them to point up. Luckily this is much easier to do with a plane, so just try blending between up vector in world space, and your normal map transformed into world space. For blending factor, you can use a scalar value. This would uniformly smooth the normals. Or you can use the V gradient to only smooth the bottom of the grass cards. This will give you similar smoothing to the trees. If you check the world normal pass after this modification, you will see that now the grass normals looks similar to the underlaying plane's ones. So its purple. So you don't have that harsh shading change on the grass cards. 

  • Ashervisalis
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    Ashervisalis high dynamic range
    @Obscura I'm a little lost as to your instructions, forgive me! I've aligned the bottom vertices of the grass cards up, and this is what I was able to achieve with it. When you're mentioning blending factor, is that in the material in engine?

  • Obscura
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    Obscura godlike master sticky
    by blending factor, I meant the alpha of the lerp. What you did works too but its manual. I was just offering a shader based solution so you don't have to align the normals in dcc tool.

    Much better though!
    I think for fully smooth result from all directions, with every kind of lighting situation, you would want the top normals too, to do the same thing.
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