Collab2021 - WIP - InterUse

Collaborations

This is an ongoing thread documenting my progress through the 2021 Collab.

  • Michael Artsymovych(interuse) replied

    So, the first week, huh? :)
    @theluthier , I think that my block-out of a Window B asset is finished.
    I still did not settle on the style of hinges just yet, and their inclusion at all is dependent on if we will have the interior, so I left them just as a placeholder :)
    Same with the handles, but I more-or-less have a vision for them, so I really hope that we will have the interior :)

    The whole mesh is based on modifiers for ease of edit for when we will have the final block-out of the house.
    Would really appreciate the feedback :)

  • yukino hatake(yukinoh1989) replied

    Wow, thats really nice looking. 

    Would love to see the wire frame :D 

  • Michael Artsymovych(interuse) replied

    yyukinoh1989 all geometry is generated by modifiers stack, so wireframe is "horrible" :D
    But there will be sculpt+retopo+baking anyway :)



    this is all of "base" geometry - a few edges, a few planes, and one curve :)

  • yukino hatake(yukinoh1989) replied

    Does it increase if you go high res and then bake and all that stuff to make some edges looking lesser hard? Still dont get it xd

  • Michael Artsymovych(interuse) replied

    yyukinoh1989 I am sorry, English is not my native so I don't fully understand what you asked, can you rephrase that?

  • yukino hatake(yukinoh1989) replied

    Well niw the shape of youre window is nice rounded, how would it look if you do that baking stuff and then use that on a window with 18 vertices? Would it look rounder with the baking or still the same? 

  • Michael Artsymovych(interuse) replied

    yyukinoh1989 I don't know :D
    I think if the bake will be right - it should look mostly the same apart from having a bit jagged shape from the "upfront" side, from other angles- backed normals should do the rounding, as far as I know.

  • Shawn Blanch(blanchsb) replied

    It's looking very nice interuse
    My only critique so far is the Bevel edges. They feel more contemporary that the vibe feels in the scene. That should be easy to adjust but I would love to hear Kent's and beefkeefs thoughts as well.

    This works for the higher poly model for sure. The lo-poly will need fewer vertices but I figured you knew that already. I'm not a pro at baking so I'll that to someone else to comment on.

  • yukino hatake(yukinoh1989) replied

    baking seems kinda the thing for low poly then :)

  • Keith (beefkeef) replied

    interuse Hi Michael, I think this is looking great so far, you're definitely capturing the style nicely! 

    I personally fell that the hinges and handles could be slightly larger, they feel a bit small to me - and I would want to see them from a little further away perhaps.

    Great stuff so far though, keep it up!!!

  • Michael Artsymovych(interuse) replied

    blanchsb thanks for the feedback!
    Yeap, know I see that bevels were a bit "overdone", so will change them for much simpler ones, so that they match the style more.

    beefkeef thanks for pointing that out! With the fresh eye I see now that the frame of the window is a bit too thin, and that makes the whole thing look bigger than it actually supposed to be.

  • Kent Trammell replied

    Woah. You crushed it for week 1! You've taken a simple asset and given it so much detail and thought. Very well done. You've earned full points + a little extra interuse 

    My only feedback at this point is that stylistically it leans a little more toward real than fantasy. For week 2 I'd love to see some style introduced like broad wood grain, imperfect bevels, dents/dings. Also maybe increase the size of the hardware; chunky and hand-made would be more on point for this style. Right now it looks precisely manufactured.

    So my feedback is more about the future direction of your asset rather than what you've done week 1. Again, you blew way past week 1 expecations. Awesome job!


  • Michael Artsymovych(interuse) replied

    Week 2 of the collab started for me on Saturday, 17th :)
    I've spent the first and a half-hour watching a course "Fundamentals of digital sculpting" and most of the rest of the time fighting with Blender's sculpting mode and in the end I hope I found something that is "getting there".
    But I started to enjoy sculpting and it became oddly satisfying, even though I still rage over it sometimes because it doesn't work or breaks "just at the right moment".

    @theluthier these are my results so far. I did not manage to finish my sculpt in time, but I will have more time available this week so will catch up with the schedule.
    I am highly grateful for all the feedback.

    A special thank you goes to blanchsb for his tip. I used another method (curve modifier), but you gave me an idea that I didn't think of.
    And thanks to phoenix4690 for the fun company during work!

    Any additional feedback from anyone is highly appreciated!

  • Michael Artsymovych(interuse) replied

    I also want to share my "failed and scrapped attempts".

  • Michael Artsymovych(interuse) replied

    A small update - today I might finish the outer rim of the window, and I synced it to a WIP file.

  • Kent Trammell replied

    I love you WIP thread interuse! Documenting multiple times each week - It's rewarding to watch the progression including your failed attempts. An exemplary thread 🤝

    Your sculpture progress for week 2 looks really good. Definitely within the style of the art: the right amount of grain crevices and roughed-up edges. You've easily earned full points.

    No worries if you have to continue sculpting into week 3. Keep up the good work 👍

  • Shawn Blanch(blanchsb) replied

    That looks awesome interuse . Much better. How did you end up going with that? Just one high poly sculpted mesh from multires or was it difference approach?

  • Michael Artsymovych(interuse) replied

    @theluthier thanks for the feedback!

    blanchsb I used a plane, added thickness, added some edge-loops to make faces more square-like, and used a curve modifier. After that - yeap, multires.

  • Kent Trammell replied

    Hoping there's an update impending interuse??

  • Michael Artsymovych(interuse) replied

    Thanks for the reminder @theluthier.

    I missed the deadline, normals gave me a huge headache, never before I had struggled with something for so long time and I finished only yesterday right before your stream.
    I've begun texturing process only today and still looking through some tutorials on "how to texture".
    At the moment, the model looks like this.
    And my normal map is1024x1024, yellow zones are intersecting parts of the inner rim, that are not visible. I am not quite sure if I must fix those, would appritiate any thoughts.