Hey guys
I have decided to work a little bit on my hardsurface skills and hopefully make some cool stuff I could put into my upcoming portfolio.
I'm currently doing some futuristic/victorian column and I thought it would be nice to show you some progress. Crits are welcome; though it's still very wip so keep in mind that I will be adding more details later. I would love to hear any ideas and suggestions though
I will be posting more highpoly stuff here once I'm done with this piece.
Replies
(Geordie?)
Nope Actually I'm Polish; just studying in Newcastle.
For some reason i wanna see the primary column twizzle down like a sprial pattern.
Nice Job
Crazyeyes: Cheers I had this twisting pattern previously, but I didn't really like the results; felt a tad too simple compared to the rest.
Here's the update; I've been working mainly on the details whilst trying to figure out how to make the base. I want to completely cover the main column with these thin patterns, so it's going to take a while
Looking forward to your crits.
Im also working with a column but i cant get the stencil wrap around my column like you have
very nice!!!!!
If you are working with cylindrical shape then play around with Bend modifier (or Path Deform) and use Array (or shift+rotate if your pivot is at the centre) to duplicate and rotate your shapes.
Other apps should have similar functions.
Anyway, just started working on the base. After some playing around I have decided to go with simple round shape; I will add some ornaments later.
I have removed those long ornaments from the main column; they looked a tad out of place. I will probably go with simple bevels, cut it into blocks and bring it into Zbrush to add some surface details.
What do you think guys? Crits will be greatly appreciated.
something like this?
Not sure if I will be texturing this piece anytime soon (mainly due to lack of time); I would prefer to do more highpoly pieces in similar style. Maybe I will create a scene out of them once I'm less busy.
I was planning to include the ribs at first, but KillingPeople and Vig made valid points that they might not be necessary.
I will also try to increase the size of those small details a little bit; EarthQuakes concerns are right.
Thanks once again guys
Looking forward to your comments guys
I'm curious what render setup you have been using. Is that a mental ray AO overlay?
Could I ask how you go about making those patterns on the column?
Taking a step back, leaving the moddle section as open as you have and also, a key point here is that you made those super thin horizontal extrusions into the pillar and thus demonstrated scale and construction really help to sell this piece.
I would still remove the flowery trims you have above and below the dagger like leave deco you have that transitions into the plain central section, they will be lost ingame and muddy the bold forms and transitions from the deco stuff at the base and top as they blend into the plain center.
Other than these little nitpicky suggestions this is a very strong piece, its always the bold designs that work best, well played!
I have used Scanline with Light Tracer, 3 point lights (weak orange rim-light, fill with spec disabled) and a Skylight.
I used X-Convict's material setup and did some post-work in Photoshop (level adjustment and colour balance; cool shadows and warm highlights). Pretty cool results with minimum effort, though I does take a while to render :P
vj_box: Cheers
John: Thanks! I've made the patterns using Splines with Bend and Path Deform Modifiers. Other details were poly-modelled. Hope that helps
Kevin: Thanks It's always great hearing feedback from you, especially because your work inspired me to start this piece.
Thanks for reinforcing my belief in removing some of the details; I started this piece with no clear idea in mind and experimented a lot with different kinds of ornaments, I felt that I started loosing consistency midway through. This piece took me a lot of time so far, but I have learnt a great deal about hard-surface modelling, detail distribution and design. I'm really satisfied with how it's turning out.
You have a good point about those flowery-trims, as now they seem slightly out of place. I still can reuse them later on, while making other pieces, so no effort wasted.
I'm still thinking about taking it into Zbrush to add some subtle surface detail; I don't want to destroy this piece with random noise and cracks, so I will try to be careful with sculpting.
I'm considering doing a scene with similar themed pieces. With some proper planning it might not take me too long. I'm getting more free time on my hands. Since I have put my other project on hold it would be a great chance to make a nice portfolio piece and learn UDK (finally :P).
I went with Kevin's suggestion and removed those thin-ornaments. I added subtle Zbrush pass to the main column; it probably could use some tweaking, but I would like to make a test bake first. In case you don't see any significant problems, I'm calling it done - at least for now Time to move to another piece
Depending on he resolution you bake at, I'd be concerned about the wavy-bits on the pole's vertical actually coming out clean.
Do you really need those kinds of small details? I mean, imagine that prop was for a game, where your making small tinny picky littly winny details, but the end result will be a shitty 512*512 or even 256*256, all that would be lost.
I of all people understand you tho, lol. I always get carried away with small details that no one will see or even not even bake into the final normal map, but I'm a detail whore myself and beauty is in the details. On the other hand, this is a portfolio piece so fuck it, use a 2048*2048!
Just a heads up, cheers bro and keep up
bbob: Cheers, I can't wait to see how the bake turns out as well, though it might take a while
Vassago: Thanks. I was concerned about those wavy bits as well; even on the render they don't look clean. I will probably replace them with some bolts, or spheres aligned along the spline; that should work better.
vj_box: Cheers. It was more of a design choice I would say. I decided to make it less detailed in the end because typical columns are usually simple around the base.
I will add some weathering later, but I'm not sure what kind of material I want to achieve. I thought about going for bronze, but I will see what works better.
HP: Thanks mate I get what you mean about going overboard; more so I kind of wanted to push myself this time
However, I never intended going below 1024 with this piece. It will be a focal point of the scene I'm intending to create, so I think I can spare 1024 or even 2048 as you say.
With some proper UVs (mirroring and resizing the uvs of base and top) I could get out much more details out of it. Then again, I did no planning whatsoever, so I will see how it turns out. I doubt the first bake will be satisfying though.
I have started working on another piece which will be a part of the scene. It's a border piece which will separate the walls from the floor.
I'm looking forward to your crits guys
Apart from maybe you dinging up the edges a little, i think its looks great.
Depending on the LP, I think you could maybe extend the tiling horizontally and match it up a little better so you can really fill the texture up.
Im stoked to see more (and that promised bake :P )
I will certainly look into it, but I'm concerned about the tiling.
I wanted to use rectangle UV space at first and fill the gap with a second border piece, but your solution is worth looking into.
Keep in mind however, that this piece wont be completely flat (I shouldn't have made an orthographic render, I guess ) so UV shell will be slightly bigger. (Though the idea of baking it onto a flat plane is sooo tempting...I'm a lazy fucker).
Also, your paint over gave me an idea of realigning the bricks, so that they match the ornaments better. I will look into it later.
Oh, and bake. I WILL do it, I just don't know when
http://dl.dropbox.com/u/2057427/Tea%2BCigs.zip
Obviously that's just a guess though, as im working from a flat image :P
I've been thinking of adding some sort of plaque, or decorations in the middle, but I would prefer to sculpt the bricks first, and see what ornaments work better.
Thanks for the files metalliandy. I'll look into them later this evening.
I will have to avoid posting orthographic renders in the future . Here's a different one; I hope it's better at showing the overall shape of the model.
Ignore the borked edges , I quicksliced them for rendering purpose.
Here are the results:
Looking forward to hearing your crits and suggestions
I love the little ornaments on the corners of the stone, really nice.
What areas are you looking at specifically? (this will help me as well)
Thanks for the quick lesson Brandon
Capone: Cheers!
Oniram: Thanks I will do some once I make bake them down and make final adjustments; the take so much time to render I would like to avoid this at the moment.
Thegodzero: Thanks for taking your time to type all this down. That's much appreciated. You've made some really points.
I have resided some of the details a little bit, scaled them on Y-axis and pushed them out of the surface a little bit more. I hope that this will make the change in depth between those ornaments and surface more apparent, and will result in better bakes.
Keep in mind however, that I've decided to push the limits a little bit higher, for portfolio purposes. I'm planning to go with 1024x512 for this piece. If that doesn't produce satisfying details, I will try to adjust the details, or go with metalliandy's advice and increase the tiling.
I will try to bake it to a flat plane later this evening, to see how the details translate into the normal map.
I hope this makes any sense; if there's anything I should be aware of I will be happy if you could let me know. Thanks
Jason: Thanks I have removed those metal pieces in the end. Looking at it today I have realized that they looked somewhat out of place, and messed up the scale.
I cant wait to see more
Question (I'm sorry if you mentioned it earlier already) did you ran it through zb?
BTW when you do your bake, please make sure to put some horizontal slices in it to keep the shape of the piece. Ten extra edges should get you a nice profile to bake on to. No reason to waste all that detail to a single polygon.
metalliandy: Thanks mate
HP: Cheers.
Yes, I have done a Zbrush pass, though the details are very subtle. I might have to change the intensity of my layers in Zbrush before I do
the bake.
Thegodzero: Thanks once again.
I wanted to bake it to a plane to make sure that all details will translate correctly. So no worries, I will be making proper lowpoly.
Anyway, here's the last version of the previous piece.
And two new pieces:
Thanks for comments and suggestions, guys!
How did you do those little swirls in the corners of your panels? I really like those and would be interested in seeing your workflow for things like that...