View Full Version : engelik Sketchbook
06-03-2009, 05:23 AM
about time i started a sketchbook
i want to do some exercises in:
-high frequency detailing (organic & hard surface)
-non symetrical sculpting
and well here is a start:
(head study based on hogarth drawings / book, focusing in main forms / face planes)
comments and exercises advices are most welcomed!
06-09-2009, 09:02 AM
an hard-surf modeling and texturing exercice :
06-09-2009, 11:29 AM
Outro tuga? oh diabo aqui a pouco somos mais que as maes!
Not bad stuff, but it is all abit unfinished for good criticism. The face for example, it is a good start the proportions seem ok and the base shapes are also there but I can't say much more about it.
06-09-2009, 12:09 PM
hehe. ah pois! ainda vamos conquistar o mundo.. otra vez. :p
Well, i want to do small projects to try to improve and test different techniques and workflows and hopefully became a better artist in the process :) so i wont try to go for a complex and fully refined project for now.
06-11-2009, 04:03 AM
i've been testing some new texturing techniques and to see how much i can push a normal map :)
viewport: (night scene w/ ligth post)
and the sheet:
crits & comments are most welcome =)
06-11-2009, 10:07 AM
Nice, tá bom. But I got a few critics if you don't mind:
The spec and normal could use some more refinement. Add different values on the spec to make easier to notice the different materials, for example: the metal and glass brighter, the paint darker...right now it is just a darken version of the diffuse.
On the normal map, it looks like you used a greyscale version of the diffuse, and while you got some nice details on the wall you didn't get much depth info on the rest, try to paint it a bit with black and white to add some more info on it.
06-11-2009, 11:28 AM
of course i don´t mind =) that's exactly why i have a sketchbook, to learn ;)
hey! the spec aint only a darken version! look at the glass! :p
yeah i guess the vent could use a nice spec too.. the window metal is rusted so i guess isn't very reflective.
the process for the normal was:
--a partir do difuse fiz um mapa com relativamente noiseless (sem grunge rust e cia só deixei as cracks e pintei alguma elevação ou assim) onde separei as superficies:
no zb usei como alpha para fazer um inflate ao plano (isto já um 1 mil polys ou assim) (uns quantos ajustes no heightmap até acertar nas alturas. No zb ainda fazer algum sculpt se for preciso e sacar o normal e o cavity (para usar no difuse)
mas ao aplicar o normal estava meio flat (é um plano mas mm assim..) e nao se notava o high frequency detail.
Ajustei os level do normal map para lhe dar mais depth e fiz um bump map no ps para o high frequency (este mais perto do difuse) e passei o normal filter e fiz overlay com pouca intensidade por cima do do zb. --
for the non portuguese speakers the process was:
i did that heigthmap that u see upthere in PS.
went to zbrush used it as an alpha to inflate the high poly mesh.
baked the normal
did a bump based on the difuse , applied a normal map filter and ovelayed it with a small opacity
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