This thread is about my contribution to the "Fantasy House" model.
Failing any Harry Potter spells, there's always the option to call Gallifrey Construction, TARDIS Division, for tips. π
vincav81 We need a teacher for learning more magic spells ππ§ββοΈ!
duerer yes I was thinking of a more steep staircase along the left wall. Since it's a production part of the house it doesn't require anything fancy.
Homework Submission - Week 1 - Chimneys
@theluthier This is my first homework submission for the Collab 2021:
A second version of the veranda (WIP) that allows windows at the backside of the house:
I've also made Β the bridge arc run until close to the right side of the house in the image above as described by Vadim harbinger_ua in this thread. Please note: This veranda is just a personal try, nothing official that will be implemented in this Collab2021.
Looks great so far! Also as I'm working on the interior, we might have to add one more chimney for the kitchen, which will be situated on the short side of the residential part roof, so it doesn't get seen from the main camera angle. I guess I'll have to release an updated version of the back view, since there are some things I forgot to add in all the haste, and some things need to be changed with the interior development.
Thank you, Vadim harbinger_ua π! I'm looking forward to the updated back view and the interior views π!
I've updated my Spice Vendor's House blocking:
Front view with a small part of the oriel at the right house side visible as well as the reshaped and repositioned blockout mill wheel:
The same in wireframe mode:
Aerial view from southwest:
The house backside and southern side with the oriel, a repositioned and reshaped blockout mill wheel, the bridge arc extended to southern wall of the northern house tower, a third chimney which is hidden behind the left artwork chimney in front view and reaches down to the kitchen and finally my personal fun project, the veranda π:Β
My new veranda version allowing two house backside windows (no official Collab2021 part, just my personal fun ππ):
I had to do some corrections on the chimney and detailed the third chimney which reaches down to the kitchen:
Sculpting will follow now π.
Before starting the sculpting I've added some mortar in between the stones:
It's only a subtle difference but adds to realism.
Instead of an Homework Submission - Week 2 - Chimneys @theluthier
This is my first trial on sculpting the chimneys (here the left chimney in the artwork) after having almost completely rebuilt the chimneys again:
Ok, this is something, the question is: What exactly? I definitively need more trials since this is simply ridiculous. I probably have to add more subdivisions because there is a noticable stretching in some areas when sculpting with Multires.
Second attempt, with more and evenly added manual subdivision before adding the Multires Modifier. I'm using "Face Sets" in order to mask out the mortar joints ("Face Set" for the joints created from an "Edit Mode Selection"):
duerer man I was struggling with the face sets. I wonder if it was because my base mesh was not high poly to begin with. That brick pattern texture looks great.
I would maybe like to see even more authentic battle damage like the one in your face set there!
Thanks, blanchsb! The stone texture is made from procedural "Cloud" texture and the damage is actually a hole visible in Vadim's harbinger_ua artwork. I'll try to add some more damage but this will make some changes in the low-poly mesh necessary if it's deeper holes, especially those which affect the silhouette. It's tedious work because the number of stones rises with the widenening towards the bottom so that I can't simply use a cuboid with lattice deformation. But I think that it will pay off in terms of realism. Today I had a lot of work with smoothing edges:
1) BeforeΒ
2) After
Now, I'm working down the chimney again adding dents and cracks and more roughness in areas where I had to smoothen the edges. Here the top of the chimney:
Some corrections to the lowpoly mesh will be necessary because the angle of some faces has slightly changed during the edge smoothing.
I'm sorry to read that week 2 gave you a hard time duerer. It looks to me like you're focusing too much on high frequency detail and not the broader shapes like scraping off the hard, perfect edges in favor of a hand-chiseled look. Here's a quick video of me sculpting a few of your chimney stones:
90% of this is only the Scrape brush chiseling the perfect, uniform blocks into imperfect, hand-made versions. I also used the Crease brush to vary the depth of the crevice between blocks. The goal here is "handmade" and "imperfection".
Once you achieve these broad accents, you might not even need high-frequency texture detail like you were pursuing. That tends to look too realistic anyway.
Let me know if this helps!