Currently working on Vase B for the project, but we'll see whether I feel up to grabbing anything extra once the asset lists for the rear and (if it happens) interior of the house are finalised.
Homework submissions:
Original Post:
My thread for the project; please enjoy the vast nothingness it contains (for now).
Leaning towards the Accessories section but I haven't settled on a specific asset - I'll sleep on it for the moment and see what the interest levels are like for the different areas once I wake up.
This is where I'm at with my vase so far; tried a few different ways of shaping it and ended up going with a Curve to define the silhouette, then Screw and Solidify modifiers to produce the mesh followed by some manual tweaks and optimisations. I'm reasonably satisfied with the general shape relative to the reference image, though I haven't decided yet if I want to bevel the sharp edges slightly and/or try to reduce that vertex count a bit further. Got a bit of a headache this afternoon so I'll probably sleep on it and make any tweaks based on feedback tomorrow before submitting the final version for review.
Perfect match of the artwort, hunter-x 👍! A very sligtht bevel (one segment only) would make it look more realistic in a closer view, especially the upper rim where the two edges are currently looking razor-sharp:
hunter-x Just a quick reminder. We still need a name for our team? What's your vote?
1) Shabby Chic
2) All Access(ories)
3) Shabby Fresnel Chic
4) The Stan Dalones
duerer At first glance I'm leaning towards either 2 or 4 (possibly more the latter since we're technically not doing 'all' the accessories), but I'm not going to be especially upset if other people prefer something else.
Here's a few work-in-progress screenshots from yesterday for the sake of properly documenting my progress:
@theluthier
Following feedback yesterday I bevelled some of the sharp edges slightly (I've left the join between the stand and pot and the hidden edges underneath the stand as-is for the time being, though I can always adjust them later) and now I think the model is about sorted for the week. Since I'm not aware of the specific polycount limit for assets just yet I left it at the default for the curve, but it's simple enough to dissolve some of the edges if we need to optimise things later.
hunter-x Two names are going head to head, so could you please vote for one of your two favorites?
Fantastic work this week hunter-x! I love the curve approach instead of polygon modeling - Clever! You've easily earned full points this week 👍
Are you comfortable converting this to a mesh for sculpting accents in week 2?
@theluthier The file as it stands has already been converted to a mesh (the Solidify modifier didn't like me trying to fill in the base while still using curves) but it shouldn't be difficult to increase the geometry for sculpting. Currently planning out how I want to balance the detail work between sculpting and procedural details in the material; my first instinct would have been the latter (given that I've been going through the Shading and build-a-snowman courses on the site lately) but it depends on how much larger-scale detail I want to add to the shape of the pot or if it's more uniform due to the wheel sculpting (with the exception of the horizontal bands that result from that method).
hunter-x You make a good point about sculpting vs procedural texture accents. Personally I never skip a chance to add some hand-sculpted touches but it's a valid approach to do it in the shader only.
Here's some examples of surface quality I'd like to see (whether sculpted or procedural textures):
hunter-x Congratulations to full points 😀! I'm looking forward to your detailed version of the vase 😀! Personally I would use the procedural shading for the basic material structure and sculpting for details as the diagonal crack in the last of Kent's @theluthier 's example images above.
Here's a few more WIP pictures as I set things up for submission this evening:
@theluthier
The fine details like cracks and the horizontal bands are still to come, but I'm fairly satisfied with the initial effect produced by the sculpting process:
The result is fairly subtle at present, especially in the second picture, but I'm hesitant to overdo it before I start working on the material and the finer details that will provide - I suspect it's going to be a case of going back and forth between the various methods to find a good balance. The spice mesh is currently unmodified as I plan to handle that entirely within the material (I envision it being fairly evenly piled like this, or perhaps this).
As a bonus, I added a procedural bump map to the high-poly mesh as a demonstration of what the vase might look like once the fine details are in place:
With Ludum Dare coming up this weekend I need to get off my ass and not leave everything until Sunday this week; first step is getting that normal map baked properly.
hunter-x I like to see your progress on the normal textures! For the jagged edges and the problematic dents best ask Jonathan @jlampel since he's the texturing expert here on CG Cookie 👍.
Nice job on your sculpt this week hunter-x! This looks like a very authentic vase according to the art.
My only note is that it's a little basic; boring...again, I will say the vases in the art also look basics. But I've enjoyed watching other vase makers add some character like cracks, chips, and subtle decorative accents like design ridges. Similarly I feel like a plain vase like this is an opportunity to make it unique; stand out a little.
This probably sounds like contradictory advice when I've said "match the art" far more often. However the vases were the one asset that I would like to see interpreted more uniquely instead of matching the basic versions from the art.
That said, you've certainly accomplished the task and it is authentic after all! You get full points. I hope at least this feedback is food for thought. Maybe in the texture you could add an interesting paint detail...
LOL I wrote all that feedback out before reading that you intend to add the details I described. My apologies 😅 Keep doing what you're doing!
It looks like the remaining issues are due to the angles of the cracks being too extreme. Notice how the top of this part has a lip that would block the ray from hitting the surface behind it:
I'd recommend turning auto smooth off for the high poly as well, and smoothing out that section so that there isn't any portion that cannot be reached by a ray coming from the low poly normal. You can still use a crease but it can't cause an overhang.