Blockout in Zbrush and further modeling in Blender (this is first iteration of the chair, later doing revision of shapes)
flat plane blockout first then extruding out, bending the backrest is last in the process.
My seams are will make bad edge artifacts when baked in substance painter because its better to make seams on every hard angle rather than unfolding from on edge like a cylinder. Keep hard angles split with seams and then straighten the UVs.
New seams. I have a triangulate modifier on to make sure its the same in painter. A non-destructive modifier that is applied on export f
To summarize main lessons from this project.
Review progress for each step in case there are things you want to modify. It gets harder the further down the process you go.
When doing retopology make it as low as possible first. Focus on your loops and poles. Only after they are solid should you add edge loops. Otherwise it will be a waste of time trying to adjust too many verts at once. Keep it simple.
Baking bevels on 90 degree low poly edges doesnt have to be a pain. Put seams at steep angles, make sure your smoothing groups looks good and dont go too close up on the prop. If the player is running down a corridor and your prop is only in frame for a second AND it may only take up 200 by 200 pixels. Your seams or small errors are not going to be noticed, but of course do your best to hide any of the "imperfections" in case any curious player want to look at the prop up close.
Calling the project complete. I went further than initially planned. Feedback from friends and family turned this into a fully fledged new years greetings video. I am very happy with the outcome. There are as always things to improve on but I am happy that I took it further because I had to learn more about animation, rigging, scene lighting, rendering and the compositor.
Multiple disciplines were exercised and new experiences are saved for future projects.
Rose modeling made in Blender. Took a bit to figure out how to shape the petals but "proportional editing" and grabbing verts around was the main workflow.
Replies
Character (Bradshaw) from the game Rivals of Aether
reference image to the left drawn by : Marc Knelsen
DekuScrub from The Legend of Zelda: Ocarina of Time
This is my prop submission for the Bi-Monthly Environment Challenge: https://polycount.com/discussion/231681/the-bi-monthly-environment-art-challenge-november-december-81
Concept by Victor Maillet https://www.artstation.com/artwork/2qaA6Y
Blockout in Zbrush and further modeling in Blender (this is first iteration of the chair, later doing revision of shapes)
flat plane blockout first then extruding out, bending the backrest is last in the process.
My seams are will make bad edge artifacts when baked in substance painter because its better to make seams on every hard angle rather than unfolding from on edge like a cylinder. Keep hard angles split with seams and then straighten the UVs.
New seams. I have a triangulate modifier on to make sure its the same in painter. A non-destructive modifier that is applied on export f
To summarize main lessons from this project.
Wip Zodiac bunny
further progress and iterations
Please visit my artstation to view the full animation video
https://www.artstation.com/artwork/B3xgak
Calling the project complete. I went further than initially planned. Feedback from friends and family turned this into a fully fledged new years greetings video. I am very happy with the outcome. There are as always things to improve on but I am happy that I took it further because I had to learn more about animation, rigging, scene lighting, rendering and the compositor.
Multiple disciplines were exercised and new experiences are saved for future projects.
Scene set up
Necklace close up+
Unreal 5 lighting test only.
Rose modeling made in Blender. Took a bit to figure out how to shape the petals but "proportional editing" and grabbing verts around was the main workflow.
artstation post: https://www.artstation.com/artwork/39lkzg