COLAB2021 - WIP - lexicolopolis

Collaborations

This is my thread documenting my progress in the Collab2021 project -- more to come (soon!)

  • Carlo (lucky) replied

    Looking good! It was a lot of fun to work with you all on this project. I still have some work left to do with making a nice render. I'll probably post it this week. After that, on to the next one :).

  • Beau Kromberg(Bric-a-Brac) replied

    lucky Tag me in your post when you do and I'll check it out! I just copied my compositing nodes from a different project and quickly threw some lights up so i could post something.  Hahah

  • Carlo (lucky) replied

    @lexicolopolis  I'll do that! When I saw my model in Kent's file it already looked so much better. 

  • Mona Loren(monaloren) replied

    Turned out really well.It looks so good. Your energy and persistence has paid off at the end :)

  • Phil Osterbauer(phoenix4690) replied

    Beu!! I love it, and seeing it moving gets me excited to see it in context of the rest of the composition. 

  • Kent Trammell replied

    @lexicolopolis Way to finish strong! Your water wheel look amazing in the assembly:

    I made small adjustments to the material, mostly with regard to reflections. Really nice work here! Thanks for joining Collab2021. It's been a pleasure working with you 🤝

  • Beau Kromberg(Bric-a-Brac) replied

    @theluthier Thanks! I kept messing with the materials trying to get the wood grain effect to be strong enough but still subtle. Looks like i should have corrected the color on my cobbles.

    I learned so much during this, and I'm stoked to start something new with a fresh perspective on this type of work pipeline. 🥳

  • Beau Kromberg(Bric-a-Brac) replied

    Getting critical feedback on here seems to be difficult. 

    My thoughts are that my sculpts probably needed sharper edges to convey the cracks better,  and those probably should have been enhanced more in the color.  I started using color burn on the edges of the geometry and cracks,  and it looked good,  but I ran out of time.  

    I also think I should have gone back and retopoed the outer wheel rings once they were assembled and rebaked.

    I also wasn't sure if it was eevee light setup, or if my baking process was faulty, but the only way I got normals to bake right were by using shade smooth on both the high res and low res objects, with no sharp edges.   But then the low res would still seem to double down on the shading,  and apply shading based on the normal map,  AND the low poly normals. This made me go back and put holding edges on things (but i noticed my final result didn't have them on there consistently). I'm planning on watching @jlampel 's normal map course when i get home this weekend, hopefully that will clear some things up for me.

  • Jonathan Lampel replied

    If it doesn't totally clear it up and you still have questions, just let me know!