Blake's Polybook

Polybooks


Crates.png

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  • Omar Domenech replied

    There's also Vertex Paint mode, in which you assign a color to the vertices, so you don't have to retopo. Kent uses it a lot. We can point you to a lesson if you want to see it in action. 

  • Blake Bratu(FalloutSeeker) replied

    So, I'm making a monitor. Something that I saw in regards to feedback is to model each piece of this vintage monitor in separate pieces, just as it were in real life. For example, model the front bezel, then screen, then back. This is fine, but is there any issue to creating one singular model and then separating them when I'm ready to add modifiers, shaders, etc? Or, just keep them as one model and select parts of the model to assign materials to? I guess this is where my confusion lies, as when I am ready to move the back part of the monitor to the screen, it feels frustrating to do so. With my previous lamp project, the shapes were simple enough for me to separate each part, but something slightly more complex (the monitor) is where I'm not sure which direction to take.example.png

  • Blake Bratu(FalloutSeeker) replied

    Hmm, seems like just block modeling in one go and then separating each part individually might be the best method for this project..

  • Blake Bratu(FalloutSeeker) replied

    This has taken HOURS so far, just because of messing around with different workflows and trying new things... Really wish I did this a little faster for what I have so far, lol. A lot of this is just practicing, learning, and messing around to see what works.
    026-02-01 012516.png

  • Blake Bratu(FalloutSeeker) replied

    Alright, geometry could be better...  Like I said, this took awhile. Just trying to learn, lol.


    front.pngFrontDone.pngBack.png

  • Blake Bratu(FalloutSeeker) replied


    Comnputer.png

  • Blake Bratu(FalloutSeeker) replied

    So, I ended up modeling the base separately. Then, I full modeled the rest of the computer then separated each part into separate objects (the front bezel, screen, etc). So, I guess in my opinion it is whatever is easiest for the particular object.
    ComputerShaded.png

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  • Martin Bergwerf replied

    Some of the edges are a bit too 'sharp', but otherwise it's looking good!

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  • Omar Domenech(dostovel) replied

    The only feedback from my part is that it feels like a mix of low poly and high poly, which shouldn't be. It's either all high poly or all low poly. Because if you have a mix of high poly and low, they clash and one makes the other look bad. 

  • Blake Bratu(FalloutSeeker) replied

    I'll work on fixing up the model today and seeing what I can do :)

  • Blake Bratu(FalloutSeeker) replied

    Is there any reason to apply your non-destructive modifiers? i.e bevel, and subdivision? Silly question, but I went back to my HDD project and observed that we don't apply all modifiers, compared to me applying modifiers for my computer. I'm thinking next time I'll keep the modifiers as-is rather than applying it and creating a more dense-looking topology/ngons depending on the topology (vertex bevel etc)

  • Omar Domenech(dostovel) replied

    The only reason I can think of for me to apply the modifiers on my model, is because I have to export the mesh to a different software. Since the other software uses different systems, things are not compatible, so you have to apply the modifiers. Other than that, I never apply my modifiers. 

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  • Martin Bergwerf replied

    Sometimes you might want to Apply some, computationally expensive (especially Boolean) Modifier(s), for performance reasons.

    The rule is: don't Apply your Modifiers, unless you have to.

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  • Blake Bratu(FalloutSeeker) replied

    WIP Isometric bedroom. I'll be away from Blender for a few weeks, can't wait to return. Using this project to mess with materials and nail proportions. I used an array modifier for the hardwood flooring when researching. Originally, I was trying to bevel the floor in which did not look as good.Bed.png

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  • Blake Bratu(FalloutSeeker) replied

    This topology feels odd but I think it will do. Just throwing it in here in case there's feedback. 
    Pillows.png

  • Martin Bergwerf replied

    Hi Blake looking good!

    It's not Low Poly, when it has a Subsurf on it, but as long as you are aware of that, that's okay.

    You might want to reconsider the proportions of your nails though, they're so small at the moment, that you can't even see them😉


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  • Omar Domenech replied
    4 leves of SubD is a lot. Ideally you shouldn't have to be able to go above 2. But it's ok, you'll get the hang of it as you practice more and more. 
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  • Blake Bratu(FalloutSeeker) replied

    Gotcha. Yeah, I'll keep in mind the amount of detail and subsurface relative to the distance of the object, it's perspective, occlusion, etc.

  • Blake Bratu(FalloutSeeker) replied

    I am back! Work and life is getting in the way unfortunately. I decided to go ahead and finish this project for now. Anyone have a challenge idea? I may sculpt again when I can.

    m_optimized_5000.png

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  • Omar Domenech replied

    Come back to that room and fill it with stuff as soon as you open Blender. As it is right now it is too empty, things come alive when you enrich it with details. 

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