Starting my sketchbook today! I will mainly use this to post WIP updates of personal work, practise my 3D skills and experiment with new techniques. Feedback and helpful links are always welcome
Decided to go for a more stylized look. I think about texturing him as some kind of brass statue. Also a good opportunity to have a look a Maya quad draw for retopology.
I feel adding in more crinkles around the nose and crows feet around the eyes would add a lot. Also perhaps you could define the cheeks a bit more and pull them out further too to exaggerate his squished face.
@tmartyn807 thanks for the feedback! Good point concerning the cheeks. I finished the sculpting and did the retopo on the body. Realized that he comes off as lowpoly due to the flattened cheeks. I need to fix that on the lowpoly mesh. Here are some pics from the final sculpt and the first retopo.
I'm pretty happy how the retopo turned out! Must say that quaddraw in Maya is a really great tool and I find it very easy to use. I probably won't do any retopo in 3Dcoat or Zbrush soon.
I finished the remaining reotopo work and got a very clean bake in Painter. Started doing some texturing. I'm aiming for an aged brass look with a nice patina. Something like this:
I always wanted to try out a combined Zbrush + Substance Designer workflow. Decided to take today evening to give it a try.
I stared out in Zbrush following this amazing tutorial by Flipped Normals:
and took the result into Designer to create all other maps based on my sculpted height map (just the rocks, the mud is done in Designer).
There is no roughness on it and to be frank the sculpting is super simple. But it's already pretty cool for just two hours of work I will definitely experiment with this further.
Experimented a bit further. I like the layout on this one. The tiling is a bit too obvious though. However I'm starting to get the hang of this workflow.
I worked on it some more. Did some tweaks to the Designer graph. The basecolor is much better defined now and goes more into the direction of a handpainted stylized look.
Updated render. I will most likely wrap this up now. The combined Zbrush Substance workflow is pretty cool. I will keep using it for more textures in future.
I had a long weekend and took the time to get into Blender 2.8. Coming from Maya this was quite a struggle at first. Luckily there are many amazing tutorials out there. Two days in I got something done and I'm starting to get the hang of it.
Decided to go for option 3 and turn it into a wintery scene. Turned the rocks into this little guy. I still need to work on the actual fire. And maybe a few mushrooms for decoration.
I added some fog and adjusted the icicles. I figured they looked too flat. With a little thickness they are much nicer. I need to play around with a few settings to get a nice rendering/presentation and call it done.
Started on a new project, a clerics mace. Here is the current state of the highpoly. It's done in Maya since I started it before I switched to learning Blender. The goal is to do the UV layout in Blender.
I got inspired by Tim's (Polygon Academys) latest Trim sheet tutorial. I spend the weekend zbrushing. Here is a first rough pass on baking and texturing. I would like to use the final sheet to create a small environment. Something along the lines of a Greek bath house scenery,
I didn't like those large rock slabs at the bottom and decided to replace them with tiles. I sculpted a smaller section of tiles in Zbrush, tiled them across the whole surface in Maya and baked onto a plane in Painter. I'm still experimenting will colors and am not quite sure which direction to go. At least for now everything tiles perfectly. That's already a success
Reworked the pillar top and bottom some more, added a few splits and removed the blue color from the large tiles.
Started to built a few more modular pieces using the trim sheet. However, I think I need another texture for the floor and ceiling as well as the walls.
Making some progress in Unreal. I imported all modular pieces and setup the materials. I'm still missing corner pieces and maybe a curved piece or an overhang to break up the repetition. Playing around with the lighting and realizing that I really need to learn more about proper light setups in Unreal.
Some more layout and light experiments. The trim sheets works surprisingly well as coffered ceiling!
A pretty cool trick I found for super fast texturing those ceiling pieces. UV map once planar from Z and then cut along the diagonal lines into 4 triangles. Stack them and you are pretty much done. This way you get no seams at the corners and the patterns wrap nicely.
Replies
I feel adding in more crinkles around the nose and crows feet around the eyes would add a lot. Also perhaps you could define the cheeks a bit more and pull them out further too to exaggerate his squished face.
with some dust applied