• sheila5 replied

    I didn't want to tag Kent because he said he got innundated with mentions

  • Keith (beefkeef) replied

    Very nice work sheila5 I'm loving how this is starting to shape up!

  • Ingmar Franz(duerer) replied

    Really fine work 😀👍!

  • Kent Trammell replied

    Thanks for being considerate sheila5 🙏 Thankfully I'm finding more time to give feedback with Lampel on board.

    You've done a great job sculpting accents for your cart! My only advice is that the style leans more toward realism than stylized to me. With emphasis on fine texture detail (as if you used a photo of wood as a texture for your brush) and more subtle grain crevices, it feels more real-world than fantasy.

    I'd recommend increasing the depth, prominence of your crevices while also roughing up edges with the scrape brush a bit more:

  • sheila5 replied

    I already tried to deepen them within the next file, but I'm more worried if I can bake the planks at all.  My pc is not up to the task of so many details

  • Vincent (vincav81) replied

    sheila5 Do you want to see if someone in the team can bake and decimate the planks for you and send back the file? duerer 

  • sheila5 replied

    vincav81 at the moment I found a slow solution that elubie suggested - making a new file and importing just the item that you bake. I hope to get there in the end but probably not finished by Sunday 

  • Ingmar Franz(duerer) replied

    sheila5 Don't worry, there're some people in our Collab who're behind schedule (including myself 😉). I want to quote Kente here:

    No worries on being "behind" - Several people have needed more time to catch up. In fact week 4 is intentionally a buffer week for everyone to catch up 👌.

    I'm looking forward to your textured cart. Your work so far is already very impressive 👍!

    If I can help with my computer power to accelerate the baking of your normal maps, let me please know!

  • sheila5 replied

    Thanks Duerer!

  • sheila5 replied

    Sorry not making the deadline of midnight today. Will try to finish my cart asap

  • Ingmar Franz(duerer) replied

    I'm sure, it will look great 😀! Can't wait to see it 😀!

  • sheila5 replied

    I learned today that if you sculpt an item and you want to reuse it, that you can rotate but not scale in -x to flip it. Because the normals will be flipped. When you apply the scale all your previous brushes will be inverted. So dents become bumps. Scratches are now lines that lay on top of the flat. And where the scrape brush was used there are now hills. 

    Also I learned that those nice premade brushes that you can download are set up to also appear on the backside of your object, but inside out. Of course you can turn on Front faces only, but I didn't know that. 

    Something else that didn't go as planned is that i applied the mirror too soon  and had to delete those duplicate objects. 



  • Vincent (vincav81) replied

    sheila5 I had similar difficulty with mirror modifiers in my cart. I ended up having to apply mirror to the low poly parts required, then duplicating and applying Hi-Res to the Hi Poly parts so I could mirror the Hi-Res mesh so I could bake the normals and other maps to the Low Poly.

    I think a lot of us are going to come out of this Collab with a few hard learned lessons, especially about Sculpting with modifier.

    I hope you cart turn out well this week, I'm looking forward to seeing it.

  • sheila5 replied

    at the moment I can only show my uv map because it takes 10 minutes after each time I select an object for Blender to react again. Buying more memory isn't an option atm because of the lockdown. Perhaps later this week, Wednesday the shops whould be accessible again


  • sheila5 replied

    I've bought extra memory modules. Alas Blender still often crashes and it almost looks like there is a memory leak. I've been able to do a bit of work at least but it's going to take some more time. 

  • sheila5 replied

    So I finally have been able to make normal and cavity maps.  I'm not impressed with the result, but it has to do (for now)

    I still have to handpaint especially the rivets. 

    There's something wrong going on when rendering that is why I'm sharing an image from viewport shading and render shading


    When I try to render I just get a pixelated white images, In renderview there is hardly any color it's like the materials aren't rendered at all


    something else is going on that I don't understand. Why is there a gradient on the highlighted planks? Everything has the same material so it doesn't make sense

    another issue I had was the iron band around the wheels. I had a good high poly one,but whatever I did I couldn't get that texture on the low poly one

  • Kent Trammell replied

    Hi sheila5 - There's a lot to unpack with your model right now. It's looking pretty good but it does seem to be suffering from some technical issues. Too much to explain here in text. During tomorrow's stream I will plan to spend some time with your file 👍

  • sheila5 replied

    Thanks. I'll be watching the stream. Now going to try to sleep

  • sheila5 replied

    This is for now the end result. If someone wants to comment before I class it as final? Shininess can be a bit adjusted in the shader editor. 

  • splat21 replied

    sheila5, your cart looks great!  The only comment I would make is that it looks a little too shiny for my personal taste.  I'd love to post your artwork in the TSMF Blog.  Please let me know if you create a money shot.