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[WIP] Vintage Hand Drill

polycounter lvl 6
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Fynbos polycounter lvl 6
Hi everyone,

I’m currently working on a new project to refresh my portfolio and experiment with some new workflows in ZBrush.

I am modeling this vintage hand drill in 3ds Max, using a variety of reference images to create a unique design. My plan is to bring the base into ZBrush to generate the high-poly version, so I’m not worrying too much about topology at this stage. My goal isn't extreme optimization; I really want to max out the visual quality on this one.

I’m also planning to use ZBrush to sculpt damaged wood details. This is a first for me, so I’m curious to see if I can achieve the look I’m envisioning.

I’d love to hear your thoughts or get some feedback as I progress. Looking forward to the exchange!



Replies

  • sacboi
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    sacboi grand marshal polycounter
    Going to be a cool project  :+1:  

    Remember my grandad had a similar carpentry hand drill I'd kinda 'borrow' using it like a gatling gun playing soldiers while on school holidays.
  • Fynbos
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    Fynbos polycounter lvl 6

    Hey guys,

    It’s been a while since my last post, but I wanted to drop a quick sign of life.

    I’m still working on the project, even though my time and motivation have been a bit limited lately. Not a massive amount of progress, but I’ve replaced the rough blockout with some smoother shapes and am currently experimenting with different references.

    I'm still tweaking some of the proportions... for example, the knob on the crank is definitely still too small.

    Here are a few screenshots of the current state. Let me know what you think!


  • Eric Chadwick
    This is looking great so far. It'll be important to get the metal joints looking smooth, sub-d would be the best bet for this.


    Fortunately you have a ton of good reference (reverse-image searching on your ref board pointed to some ebay listings)
  • Fynbos
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    Fynbos polycounter lvl 6

    Hey guys,

    I’ve been working a bit more on my vintage hand drill, and my plan has changed. I was not very happy with the quality I got in 3ds Max, and I felt like I reached my limits there.

    Because of this, I decided it would be much more efficient to do this project in Plasticity. I spent some time learning the software and rebuilt the 3D model there. I am much happier with the quality now, and I got used to the workflow quickly.

    There are still some areas of the model where I am experimenting with the shapes. Generally, I want to make the design more interesting. I also do not want to follow only one reference. Instead, I am mixing different ideas to get some variation, and I am also adding my own ideas. My goal is to make sure the construction makes sense and the mechanics look logical.

    I am especially proud of the gear teeth. I had a lot of problems getting the curved shape right in 3ds Max, but in Plasticity, it was much easier. Making the teeth look correct and fit together was quite complex, but I like how it looks now.

    Let me know what you think!



  • Eric Chadwick
    Sweet! I would check the UVs of the smaller wood knobs, IIRC wood grain is usually parallel with the rotation axis. 
  • Fynbos
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    Fynbos polycounter lvl 6
    Thank you! Yes, i will fix UVs after creating the low poly.
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