this will be my homework submission forum thread
Homework week2:
https://cgcookie.com/questions/14215-collab2021-wip-sheila#answer-52188
Week 3 and 4 thread
https://cgcookie.com/questions/14215-collab2021-wip-sheila#answer-52808
end thread
https://cgcookie.com/questions/14215-collab2021-wip-sheila#answer-53333
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:
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
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!
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.
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.
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
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.
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
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 👍
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.