BC1-1808 Homework, Pavel Mazanik

Collaborations

My homework thread for the  August 2018 Class 

So here we are. 

For "Model with primitives" I have two submissions. First is the one I made while watching "Blender Mesh Modeling Bootcamp" in 2.79. Here it is

And the second one I made in attempt to get in touch with 2.8. You know this phun about how ships in bottles are made? Parts and glue are thrown into and bottle and shaken. Sometimes result is trash, sometimes a ship. I hope this one is closer to ship :D

 

Week 1

Galleon


Week 2 (.blend)

Eevee Skull

Eevee Skull Turntable


Week 3

Melvin Sculpt

Primitives

Extra credit self portrait. (.blend)


Week 4

Demon


  • yukino hatake(yukinoh1989) replied


    nekronavt wow that is a handy trick . what is multires sculpting . is that sculpting again and then retopo again 

  • Pavel Mazanik(nekronavt) replied

    yyukinoh1989 No need to retopo again if you are not planning to bake normal maps etc. But yeah, it's sculpting again, but with multiresolution modifier on and dyntopo off. You can't add more geometry, since dyntopo is disabled, but you can achieve better details without turning your machine into crematorium :D

  • yukino hatake(yukinoh1989) replied


    nekronavt handy to know . so much more to learn . does we learn this in the pierro tutorial that @theluthier mentioned during class ?
    also what is bake normal maps ? its not cooking that much i know but i dont have an idea what this means xD

  • Pavel Mazanik(nekronavt) replied

    yyukinoh1989 I got some tricks from Zacharias Reinhardt videos on youtube. And about normal maps - https://cgcookie.com/course/intro-to-normal-map-modeling-for-games

  • Pavel Mazanik(nekronavt) replied

    Week #4 Homework Submission  

    Done with multires, UV-unwrap and texturing. Done a little of rigging and posing. EEVEE render. Feeling a bit exhausted.

  • silentheart00 replied

    yyukinoh1989 The multires modifier is kind of like adding subdivisions, which you can then use to add details.  You're able to save different "levels of detail" if you will.  So at a resolution of 5, it could be intricately detailed, but at a level of 1 it's just the bare minimum shapes.  I hope that makes sense.  If you'd like to know more.

    When people talk about making maps, whether that's a diffuse (color), specular (strong highlights), normal (imitating how light falls on a surface), or others, they mean they are saving out the information into a texture.  This is great for games in particular because it saves a lot of resources that would otherwise lock up the game because the computer is trying to calculate many things.  I hope this helped.

  • Curious (golden-kitty) replied


    nekronavt Wooow this is going to give me nightmare fuel!! Good job..

  • yukino hatake(yukinoh1989) replied


    nekronavt wow this is so amazing how did you so the skin texturing :o that is sooooo awesome .

  • Grady Pruitt(gradyp) replied


    yyukinoh1989 I don't remember if he mentions multires in the Piero course, but I do know @theluthier  talks about it in his character course.

  • Grady Pruitt(gradyp) replied


    nekronavt Excellent job on this, BTW... Looking forward to seeing this in an action pose :D

  • Pavel Mazanik(nekronavt) replied

    gradyp thank you :) I didn't rig him properly, just to give him a little relax, but maybe I'll find time to do this later.

    yyukinoh1989 thank you :) well, it's mostly a mix of noises with variety of bump and roughness. Substance Painter is doing half a job for me. You should really check this software. I find texture painting in Blender is a rocks and sticks compared to SP as a tool.

    ggolden-kitty sorry :( Play some Doom, give demons nightmare fuel back :)


  • Aaron Rudderham(thecabbagedetective) replied

    nekronavt Where's a BFG when ya need one...


    You guys and your organic characters man, I'm jealous. Great work as always, Pavel! Nice touch with the glowing eyes too.

  • smurfmier1985 replied


    nekronavt you keep showing off don't you? 😜 Very nice sculpt, great details and just plain creepy.. love it!!!

  • Pavel Mazanik(nekronavt) replied

    thecabbagedetective Thank you. There is nothing to be jealous actually. Practice and anatomy learning gives a HUGE boost on first time. Sadly it slows down later.

    ssmurfmier1985  thanks :) not showing off at all. I started sculpting nearly half a year ago, so I probably learned something by this time xD. And as I said above - if you are learning properly, you gain a lot the first time. 

  • smurfmier1985 replied

    nekronavt I was just kiddin' 😉 You're making good progress then if you started sculpting only half a year ago, it looks amazingly detailed!

  • Zsolt Cseh(csehz) replied

    nekronavt Pavel not only this Week 4 demon but in general your skills are frightening me :D It is great that you showed them this month, let's meet also in October for sure

  • Pavel Mazanik(nekronavt) replied

    csehz thank you! Oh, I really can't wait for October class. My lighting knowledge is limited by simple 3-point system. Which is surprisingly good, but, huh, definitely can be better :D

    I applied to this class mostly to get in touch with Blender 2.8 and now I'm very sad, when I need to use 2.79 instead.

  • Ken Claassen(cptken) replied


    nekronavt really nice demon and great atmosphere. I especially like the diving pic close up like he's just noticed you and he's turning his head to literally give you the evil eye. 

     It's cool that you can add texture and lighting.  I am pretty clueless in that area so I'm really keen for the October course too. 

  • Jere Haapaharju(swikni) replied


    nekronavt Great details and the skin looks darn good. And the lighting, very nice.

  • Pavel Mazanik(nekronavt) replied

    swikni thank you. Skin details are mostly done by normal map in substance painter :)

    cptken thank you :)