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engelik's Avatar
Old (#1)
Hi there!


about time i started a sketchbook


i want to do some exercises in:
-anatomy
-drapery
-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!
Offline , line, 62 Posts, Join Date Aug 2008, Location portugal  
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engelik's Avatar
Old (#2)
an hard-surf modeling and texturing exercice :
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Vitor's Avatar
Old (#3)
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.
Offline , polycounter, 805 Posts, Join Date Jan 2005, Location Porto  
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engelik's Avatar
Old (#4)
hehe. ah pois! ainda vamos conquistar o mundo.. otra vez. :p

thanks!
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.
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engelik's Avatar
Old (#5)
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)



marmoset toolbag:



and the sheet:



crits & comments are most welcome =)

Last edited by engelik; 06-11-2009 at 10:45 AM..
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Vitor's Avatar
Old (#6)
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.
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engelik's Avatar
Old (#7)
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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