We wanted to make a new public sketchbook thread where everyone can post WIP, finished art, quick tips, questions and critique on without having to make their own thread
Show us what you're working on!
www.metalliandy.com | Twitter | Knald Open Beta | 110 Free Custom Bolt Alphas | Barbed Wire Baseball Bat
Had a little time to work on my Generator
Nice job on the Generator so far bud
Check out my horrible wip base sculpt of what will hopefully be a rocky surface when I am done with it
<< Portfolio Website >>
Working on Just an idea in my head at the coffee shop... Maybe a 3d Creature not sure what it is yet... :-/ hehe
Cool man. Like some kind of bird gorilla
His arms and center of mass look really off. His center looks heavy, so try to build a muscle structure to support that massive weight. Keep on drawing those concepts! The right one will eventually come into form. Might just take a bit
Good job and keep it up!
A small update
The Light_table is getting a heavy work out
Make him more beefcake
Thats some really nice progress mate. What was your process?
Thanks Andy My overall process consist of the following outline:
1. Find Concept/photo reference (Of course)
2. Lay down base shape flow with the clay brush. By shape flow, I mean the direction in which the rock generally flows. Normally you can see things such as patterns or "movement in rock formations due to things such as, tectonic plate movement, earthquake history, general weather, flooding, etc. As seen in the illustration below:
3. Then using the Mallet brush with a square alpha I block in the medium details and forms as well as define height. As seen in the illustration below:
5. Then using brushes such as flatten, mallet, pinch, dam brush, and sometimes the H-polish, I will define the details and do cleanup.
Thanks for the tricks!
I did a bit more but am currently working on a few other things atm. I did have a question. I know how to create snow on a texture, but my methods are a bit old and more about manual painting. Do you know of a way to quickly produce a "Height Selection" on a mesh that I can bake out as a separate pass for snow / dust / etc that has collected on the top of an object? I have seen this method used before, but its been very hard to find any information on it.
I will have a think about that mate.
You should be able to do something in ZB for that
Generator update ftw!
resized the front and added a new centre piece
Man, I am loving this! This is going to be a sick model for sure.
Keep up the awesome work brudda!
I have a quandary... The Baby has my pencils. Work as come to a screeching halt... till I find my Pouch. Where is my coffee!!!
I likes the works that is coming along felas.
Doing some color blocking for the gas pump I'm working on. Going for the restored looked (or fresh of the assembly line depending on the date you view it from).
I think I have more fun doing damaged pieces, even if it's just a little beat up. Still learning new things from this piece though, so I'm not complaining.
Great work thus far bud!
Nothing's showing up in polarnic's post so I'll assume you're addressing me, Ceribral. In which case, thank you
Tri-count is at 1,534 with textures baked at 2048, scaled to 1024 in UDK. There's an area I need to adjust in the UVs though for mipping. I have my islands 16 pixels apart as I baked with 8 pixels of padding, that area mentioned above missed my eye though, so there's less than the 16 pixel gutter between isands (thus the mipping error.)
No proper spec yet but I did a few minutes worth of grunging up a bit.
Which error are you talking about?
It's not really an error, the padding from one island is bleeding into another on the down scale as you zoom away from the model.
Just a matter of moving said islands a few more pixels.
Yea. If its for a folio shot it might not even be worth doing really (depending on how perfect you want it to be) as the error wouldn't show unless the mesh was pretty far away. I'm guessing mip level 4?
What colour is the background for you diffuse? If you match the background to an average value of the main diffuse colour, you might even get away with that, without having to move everything around
Good points, I'll probably leave it as is. It's not really noticeable any ways unless you're actively looking for it.
Texture I'm working on for a modular scene I want to do. It'll be based on the 'Bizarre Creations' art test.
I have three variants based around this brick wall set, need to get a few door textures created to start on the actual building.
Great Texture work bud
I love the brick/cement integration.
Texture I'm working on for a modular scene I want to do. It'll be based on the 'Bizarre Creations' art test. I have three variants based around this brick wall set, need to get a few door textures created to start on the actual building.
Was this generated from a heightmap or photo or both?
I did something like this a while back, maybe it will give you some tips?
Can we see a realtime shot in UDK or Marmoset?
The normal was generated by utilizing a combination of a height map and the photo.
I created the height map for the window and ran the photo through crazy bump for the small, surface detail.
For the brick, I surface-blurred it a bit and tweaked it to my liking via high-passing it and adding a brightness/contrast layer. I could have created a hight map for the brick but the way the diffuse is, i felt the time spent on the height map wouldn't have benefited the overall look for it.
There's about 5 or 6 variants of this brick texture now, most have normals and spec maps. I'm eventually going to replace the windows for more variation. I want to move on to some plaster textures though.
Added a screen grab testing the models out, making sure they all fit. No special lighting or material setup though, everything is a bit bland at the moment.
Not too much progress on the pump, think I'll go with the solid red scheme.
Little further on the pump. Like the current color scheme the best so far.
Can't decide between the white bottom or the red.
Really looking great! Keep it up!
(I personally like the red bottom)
I should really get round to posting my Generator really...
Yeah Andy.... Gosh.
I'm working on a Lamborghini side project
This is part 1:
Added a bunch of stuff
Update on lambo.
finished hood and front bumper
@Razor-Nice job mate! Looks like a great start!
@Andy-........oh.....OH!.......OH YEA!! Now that is looking shweet! Keep it up man!
That made my day
Too bad I also have a bunch of school work, so this lambo is my procrastination
Generator is looking excellent as usual, Andy.
A nice start indeed, Razor!
Base for a statue I'm working on. Pretty sure I have the proportions just about right so I'll be starting on the sculpting next.
Nice start Razor!
Nice work so far
What size is the base? The steps look a squat for some reason.
Nice base! Could we get a proportion scale inside the image?
I took a look at the references again after reading your comment, Andy. Definitely needed some tweaking, not a major amount of reworking but I was off by a good bit height and width wise.
This is gonna be a sweet prop man
Much better mate
Having some issues, but whatever, I can fix it eventually.
Keep it up man
I had a little bit more time to work on this tonight
I still need to tweak some stuff (like the tap).
Really awesome work Andy I am lovin this thing so much.
Only suggestion would be to creat more space for larger corner bevels. Some of the round plates on the body wouldn't even really be picked up by a normal map.
Other than that though its fantastic!
That's turning out to be a really cool piece, Andy!
Does any one have suggestions on creating a stencil for sculpting based off of a reference?
Here's a pic of the statue I'm modeling, I want to get the ornate designs into the sculpt but without good closeups of them, it's proving to be a bit difficult.
I'm wondering if I should just find a completely different vector that's already been made...
Generally its hard to get a good alpha without close ups
You would be better off finding some illumination from a book and use that. The ones Riki used in the Fountain HP would be pretty good i think.
Having gone back and forth on what kind of ornate detail I wanted, then trying some of those options out, I decided to try and hand sculpt the detail from the references.
Turns out, I'm terrible at it But I think it'll be enough to get the job done. There's still more to do, though I think I may just bake out the normal from one sculpt and place it through the texture in PS.
To not get burnt out and frustrated on these ornate details, I wanted to start on the angel at the top of the base. I haven't attempted any sort of character type art for a very long time and I've never tried sculpting one. Would my best bet simply be to block out the mesh according to the reference and throw it into mudbox?
Obviously this is a statue, so anatomical and other concerns that go with characters aren't top priority.
I can send you a copy of the Alpha i used for my fountain if you want mate
Also check out my sculpting videos in my fountain thread...iirc, i used the form or form soft brushes to get volume, while still retaining the details.
Keep it up
I tried the alpha from the Fountain DVD, which went well with the mesh, but I decided to go for the detail in the reference to challenge my self and (hopefully) improve my sculpting.
I'll check your vids out, hopefully it wont be too much trouble transferring the info to use with mudbox.
Here is my two cents.
P.S. Sorry for the skydiver
1958 Chevrolet Corvette WIP
Lmao nice man!
Love the lighting and materials on this