Are you gonna sculpt any detail in to this? Fabric patterns and material texture on the cushioned parts would look awesome. Maybe scratches and things on the wooden frame/legs? Looks good so far.
Are you gonna sculpt any detail in to this? Fabric patterns and material texture on the cushioned parts would look awesome. Maybe scratches and things on the wooden frame/legs? Looks good so far.
The plan is to have this kinds of detail in the back part of it
Started with the back support part of it, took a while until i got a grip on the whole subtool function part. Just sculpted the seat and placed the buttons. Think i might need to give the sections around the buttons abit more attension so they look like the seat goes around the button and not in it.
Great stuff! I have to say it looks more like leather then cloth, though pretty convincing leather. I think it needs more "gravity". Cloth folds in different ways then leather. Keep at it, and take an other matcap That red original is horrible :P
Great stuff! I have to say it looks more like leather then cloth, though pretty convincing leather. I think it needs more "gravity". Cloth folds in different ways then leather. Keep at it, and take an other matcap That red original is horrible :P
probably buttons can be a bit smaller and even push them a bit more into the cloth, after that maybe start adding the fold detail , really nice progress , ah oh Hi there btw
probably buttons can be a bit smaller and even push them a bit more into the cloth, after that maybe start adding the fold detail , really nice progress , ah oh Hi there btw
Yeah probably, anyone know a better way that using sub tools to add the buttons and individually place them. Or if you can scale them all individually?
You mean more fold detail than the first one? Hi there youreself!:)
You can use goZ (or is it Zgo?) hand place them in maya.
The main things here is, the buttons should be deeper in, there should be sharp folds between the cushions, smaller detailed folds (more like your first sculpt) and some loose regular folds on top of the cushion bits.
You can use goZ (or is it Zgo?) hand place them in maya.
The main things here is, the buttons should be deeper in, there should be sharp folds between the cushions, smaller detailed folds (more like your first sculpt) and some loose regular folds on top of the cushion bits.
Yeah probably, anyone know a better way that using sub tools to add the buttons and individually place them. Or if you can scale them all individually?
You mean more fold detail than the first one? Hi there youreself!:)
ah not as much detail as firt one...maybe some folds really defined here and there comming out from the buttons..to have some depth ones like the reference show, for the placing of the buttons maybe u can try insert mesh? they will end up in a different polygroup so u can manage them separatetly.
I think that if i was modeling this one probably would make holes first where the buttons go, a bit deep ones, then inflate a bit around them to get the feeling right i guess..haha
Great. Looks much more cloth like. The pattern on the front piece should continue down on the legs to right?
Thanks! im not sure about that, will try it, used an alpha in projection master on that. it might look shitty. But it will be a better ending to the pattern than what it is now
Thanks! im not sure about that, will try it, used an alpha in projection master on that. it might look shitty. But it will be a better ending to the pattern than what it is now
man did you try using the stitch brushes in zbrush, or using the roll function in it? that way ull be easily adding trim details, and you can generate an alpha for it fairly easy
man did you try using the stitch brushes in zbrush, or using the roll function in it? that way ull be easily adding trim details, and you can generate an alpha for it fairly easy
I think most of why it doesn't look like fabric is simply you have no texture on it and you have too much specular. Fabric is a bunch of tiny fibers so light bounces all over the place and has about 0 specular.
I think most of why it doesn't look like fabric is simply you have no texture on it and you have too much specular. Fabric is a bunch of tiny fibers so light bounces all over the place and has about 0 specular.
Yeah it will probably look allot better when i get some texture on it and correct spec
Was trying to bake a height map but why is is turning out like this. Looks like its hard edges but its not. Probably dont need a hightmap on this section but dont get this?
I don't see any reason to use a height map here at all. You just need to bake yourself a normal map. I'd cut a bit more detail into the buttoned part of the cushion beforehand though. You could probably get away without doing it, but there'll be angles where it'll be noticeable.
My parents have a couch just like this one. I look forward to seeing it textured.
I don't see any reason to use a height map here at all. You just need to bake yourself a normal map. I'd cut a bit more detail into the buttoned part of the cushion beforehand though. You could probably get away without doing it, but there'll be angles where it'll be noticeable.
My parents have a couch just like this one. I look forward to seeing it textured.
Ah, I've missed the HP update. Looks super! Great job! First of, I think that you should add some stitches to the front, if you do that in PS or ZB is pretty much no difference. Lite [HP], the density of the legs and wooden parts is to high. I would match the wood detail with the cloth part in the front, remove all the edges that's not contributing to the silhouette on that top wooden part, try to match the overall density of the wooden parts with the overall density of the cloth.
Ah, I've missed the HP update. Looks super! Great job! First of, I think that you should add some stitches to the front, if you do that in PS or ZB is pretty much no difference. Lite [HP], the density of the legs and wooden parts is to high. I would match the wood detail with the cloth part in the front, remove all the edges that's not contributing to the silhouette on that top wooden part, try to match the overall density of the wooden parts with the overall density of the cloth.
Yeah the ornament.. And I thought about the displacementmap, it looks like that. It's cause of the lowpoly, try to get it into marmoset, you'll see that it works..
Yeah the ornament.. And I thought about the displacementmap, it looks like that. It's cause of the lowpoly, try to get it into marmoset, you'll see that it works..
I think in most modern engines you're actually going to cause more of a memory hit from the extra texture pass of having the displacement map than by cutting in a few hundred extra polys and just having a normal map.
Yeah the ornament.. And I thought about the displacementmap, it looks like that. It's cause of the lowpoly, try to get it into marmoset, you'll see that it works..
Tried it in marmorset but dont get any displacement at all, flat as just with a normal
What graphics card do you have? And yeah, like Jackblade said, it's not really any point in using real displacement mapping for something like this, parallax bump offset though. Try to put it into the normals alpha and tick parallax offset in marmoset.
An other idea would be to present it in Cryengine 3. The parallax occlusion is pretty rad in there..
I got a Geforce 8800 GTS 512, used to have two . Now i see it needs DX11 to work, thats that. Parallax didnt add much at all. Does that require DX11 in cryengine too?
The self shadowing parallax? The main thing is that it's self shadowing, it cast shadows. It also occlude it self, meaning that you can's see the other side of a stone for example. It very cool..
Flipped normals? Flipped UVs? 5-sided polygons? Do a clean up, the box, chack your normal directions and check the UVs with the overlapping thingy turned on.
Btw, the ornament now looks really clunky? Is it the same mesh as the fabric? I would, and I actually just did, keep them as separate meshes, combining them in the export later. Because fabric and wood is so different from each other it will be hard to mimic the right feel for both of them. Also, and I'm talking CE3 perspective here, you can have different detail normalmaps if you split them, play around with the settings for cloth that CE3 have built in and so on.
Do you still trying to figure it out? I'm constantly sitting with it at the moment so just drop a line somewhere and I'll try to help, if you want to
Replies
Yeah the other side is just a copy and not stitched up yet.
The plan is to have this kinds of detail in the back part of it
Yeah probably, anyone know a better way that using sub tools to add the buttons and individually place them. Or if you can scale them all individually?
You mean more fold detail than the first one? Hi there youreself!:)
The main things here is, the buttons should be deeper in, there should be sharp folds between the cushions, smaller detailed folds (more like your first sculpt) and some loose regular folds on top of the cushion bits.
ah not as much detail as firt one...maybe some folds really defined here and there comming out from the buttons..to have some depth ones like the reference show, for the placing of the buttons maybe u can try insert mesh? they will end up in a different polygroup so u can manage them separatetly.
I think that if i was modeling this one probably would make holes first where the buttons go, a bit deep ones, then inflate a bit around them to get the feeling right i guess..haha
Thanks! im not sure about that, will try it, used an alpha in projection master on that. it might look shitty. But it will be a better ending to the pattern than what it is now
man did you try using the stitch brushes in zbrush, or using the roll function in it? that way ull be easily adding trim details, and you can generate an alpha for it fairly easy
No havent used the stitch brushes
Dont know what these blotches are, hopefully not brush strokes. It started painting black when i held down alt for some reason.
Yeah it will probably look allot better when i get some texture on it and correct spec
I would recommend you revise the polygon density on the legs of the couch lp, loads of little polys in there.
Thanks allot! yeah gonna revise it some more!
My parents have a couch just like this one. I look forward to seeing it textured.
so its kind of suppose to look like that?
Tried it in marmorset but dont get any displacement at all, flat as just with a normal
An other idea would be to present it in Cryengine 3. The parallax occlusion is pretty rad in there..
How different is it really compared with marmorset?
Btw, the ornament now looks really clunky? Is it the same mesh as the fabric? I would, and I actually just did, keep them as separate meshes, combining them in the export later. Because fabric and wood is so different from each other it will be hard to mimic the right feel for both of them. Also, and I'm talking CE3 perspective here, you can have different detail normalmaps if you split them, play around with the settings for cloth that CE3 have built in and so on.
Do you still trying to figure it out? I'm constantly sitting with it at the moment so just drop a line somewhere and I'll try to help, if you want to