Homework Week 1 Submission
Hey Everyone,Â
I'm working with Blender for around 4 years now and love to build stuff, especially for technical animations. In the last year I focused a lot on getting better in building quad-only Models with good edge flow for subdivision Workflow. ...Then I saw the chest course and saw the beauty and freedom of the Bevel workflow. Especially, I loved Tent's approaches to model cracks and fell in love with the methodes. So I was very happy to see the accompanied class and after beeing citizen for a while this time I can finally participate in a class.Â
The Barrel was already fun. How have you done the multiplikation of the side Boards? I used an array modifier with a empty as rotation point. After playing around it worked. But I never understand how to d this method reproduceable... anyway...
I wanted to practice more and Kent mentioned in the live stream that we could do something else that's mediaeval, wood, metal,..... and somehow I though horse carriage (to transport the barrels) and found this photo.Â
This was perfekt: functional but a beaten up. So I sat down and modeled this one and played around with cracks and other defects. The fastest way for dings are 3 close edge loups and pulling the a middle vertex down (I experimented with proportional editing with random falloff what in some cases gave good variation). Also the technique from the chest course of drawing over an edge with the knife tool, bevel (2 cuts), and then shrink the inner vertices is very cool when one controlls the ending.Â
However, I still have  problemse with cracks in the middle of a board. The Knife+ bevel method take a lot of tweaking to look ok. If anyone has suggestions I'd be happy. ...Â
Anyway, this beauty came out and although I still see some differences to the original, I think it looks nice for a prematerial phase and I'm proud of it.Â
What do you think? Or maybe a few more dominant cracks and dings? Less damage? Other comment to the modeling? What do you think?
Wow looks amazing! I would love to see some cracks, make it a bit more worn and lived in.. Great job
Looks fantastic! The engineer in me would like to see you modify the braking mechanism in your model to be more like it is in the reference photo, sort of like this:
The lower pivot could be lowered to mount underneath the carriage. The part where there's the slight bend in the bar between pivot points should actually be a pivot. Â Where that bar attaches to the drivers brake handle should not be attached to the side of the carriage. The drivers brake handle is only attached down near the lower pivot . As a static model it looks fine, and if you have no plans of animating it there's really no need to make any changes, the form reads as if it was a working mechanism and often times that's more than good enough!
I look forward to seeing this textured!
@ghujelk thanks a lot with the explanation. I was really struggling with understanding how the break mechanism would work anyway. I'll improve it in preparation for next week. animation is probably a nice idea, too.... lets see :-DÂ Thx again :-)
bburnarakiss Glad to be of help! In case you asked for further explanation I put together a small animation, basically both "arms" rotate around a pivot part on the bottom. When the driver pushes the handle forward that rotates the whole arm like a big lever. But to get that motion to turn the brake pad section, a connecting arm is attached to both of them.Â
The bone labeled "Driver Arm Upper" shouldn't be bending as much but my rigging skills are more rusty than the carriage you're making haha!
@ghujelk :-X ahhh WTF!!! You are so grade!!!! Now I'll rig it definitely!!! Your the best :-D ... I keep you posted
This is quite a model bburnarakiss. Go big or go home, as they say, right? I like it!
(And that's some top-notch advice @ghujelk. Seeing that rig in action made me want to rig something đ )
Is it ready to grade yet? Only thing missing is an "officially" declared homework submission post like this one. When I grade I look specifically for the bold title at the top of the reply "Homework Submission Week 1".
Alternatively you can update your thread's description with this label above your final week 1 image, like this thread.
Either way I assume a student is still working until officially declaring the submission in one of these ways. So I'll check back later to see if this is 100% final :)
bburnarakiss Holy moley, dude, that is awesome! Â Can't wait to see the final product!
Hey Kent,Â
Yeah It was supposed to be the Home Work submission for the 1 Week. So its ready to be graded. .... I know there is always a lot to improve, but I had no time to tweak it more.... I'll continue to put some more cracks and detail in during the week when I also make the texturing and Material as my fellow cookie mates suggested :-)Â
Hopefully I find some minutes to be live with you the live stream today.... see you then :-DÂ
bburnarakiss You're doing a great job with the carriage model. There's a lot going on and it takes solid effort to stay organized and maintain mechanical sense through the process. I consider it a challenge to undertake and you're doing very well.
Not real criticism from me. It's an A in my book. I look forward to seeing this whole thing textured and shaded đ¤Š
Homework Week 2 Submission
Thx for the great suggestions. I improved the break as suggested (but didn't  rigged it yet) and added the metal rim for the drivers feet. I also increased the amount of cracks before starting Texture painting
This week was the first time that I used texture paint (more than trying it out for a tutorial). Procedural shading was always my go to to get more detail. But texture painting is very precise and artistic fun. I'm happy that I finally tried it out. I really enjoyed it.Â
This is what came out of itÂ
(Materials are only the texture paint images in principled shader base color input)
I actually didn't look at the reference at all and wanted to have the creative flow in drawing and at the same time tried to imagine where dirt would collect. What do think: Should I make the wood bright as the original? All suggestions welcome. :-D
bburnarakiss Really nice job on the texture! Overall I think your experiment was successful: imagining where dirt would collect. Dirt and grime seems believable to me. I only have 2 notes to offer:
Regardless, you've earned an A from me. Keep up the good work!
Hey Everyone,
First I added the correction Kent asked for to give the different wooden boards more variation of the base color and improved some other parts of the texture paint.
But for "shading and lighting" I wanted to tell a story that's connected to the barrels and the carriage and get away from simply improving the model. Alternatively, you can say "How can you spend so many hours on details, and then let them disappear in favor of the story...Â
So I came up with this image I call "Drink to survive, but don't drink and drive":
Homework Week 3 Submission
I'd be happy to know, if my thought process behind making this image is also received that way by the audience. That's why I'd like to break elements, workflow, compositing down and you might have thoughts weather I succeeded and what I can improve.
Elements
Because the horse carriage already took a long time to model, texture shade, I wanted to keep the amount of work for the other elements as low as possible.
Horse carriage and barrel ... if you took the course and class you know what I did/learned from Kent....
Horse - is only a base mesh I downloaded from blendswap. Used Rigify "Horse rig" to pose it more quickly (automatic weights worked very well). I didn't even put eyes in, but I had some fun with the fur (which hardly shows in the final image). Fur is troubling, but after seeing an old (pre-cgcookies) tutorial of Jonathan about a cat fur, I got some nice results. As an Easter egg for people who know me personally I made the blond hair similar to my own. The posing is a bit weak... but I guess no one will see it???? Is it distracting that it didn't have mouth and only a tongue?
Cowboy - it's Vincent from blender cloud. A nice model, which renders fast and is not to high poly. Thanks and greeting to Andy Goralczyk from Blender studio. I took some time to make the material more fitting for my scene, which ended up ok.... until I put a blanket over the cowboy in favor of the story and made a lot of work invisible....
Puddle - is essentially a dip in the ground, and a plane with some voronoi displacement. While this was easy, I spend some time on making the wet effect around the puddle. First I couldn't get vertex color to work (I still don't know why it refused to work), so I used the "liquid plane" as a dynamic paint brush and the ground as dp canvas and enabled spread. This gave a nice gradient which were probably more difficult with vertex paint. I used this dp information to control the roughness (wet shine) and to darken the color of the texture at this point.
Stones subdivided cubes with displacement controlled by an empty... sorry that this is not low poly workflow.
Grass - is from the grass essentials pack on blender market. I typically prefer the âlong grass bunchesâ because it makes a solid grass coverage without too many particles needed. Anyway, it for the material I wanted it to appear that a bit of morning frost is on it. However, I didn't want to go to an extreme as seen in "Spring" Open movie and also spend too much time on it, so I simply decided to reduce the saturation to get a feel of cold morning in the grass with foggy-wetness.
Cactus - is a line of vertices + skin modifier + subdiv modifier. I feel the lightly weird shape gives a bit of comic feel back that started to disappear with the other elements.
Fire - A bunch of wooden planks from the barrel, quick fire, lower strength ... done... kind of. I still struggle a bit with the fire: in the morning atmosphere you probably would expect the fire to be burned down. But I want to have the a plausible light source on this side of the carriage while having the sun behind carriage ... but if you need to drink a whole barrel to have some wood for the fire you probably stay up a while before you have fire :-D
Blanket â The blanket was a late decision. Without it, only in pants, shirt and boots the cowboy never seemed to a cold enough. Finally with this blanket it had more âempathetic coldnessâ to it. Ă plane + clothsim + applying my new fur skills.... Too much fur in this area? .... (See material section)
Materials and Colors
I wanted to stay with brown or desaturated colors. I played with having the cowboy have blue pants as lower picture repetition of the blue in the sky and a yellow shirt as repetition of the yellowish sun. But I was not good for the story and distracted even more from the carriage as the two figures already do. So the blanket was the result and I actually like the contrast of organic shapes and fur on the left and hard surface stuff (barrel + carriage on the right).
The HDRi is the "dry field" from HDR Haven. I rotated it to be at the sunrise spot.
Composition
I intended to have the viewer's eyes probably not start at the carriage but ending on it.
The neck of the Horse together with the broken barrel points towards the carriage. When you follow the legs of the cowboy you end up at the fire, which looks a bit like an arrow pointing upwards. At the same time the sun light behind the carriage and the reflections on the barrel are supposed to provoke some attention for the carriage.
Moreover, the horse and cowboy are on the left bottom of the "rule of third"-intersection, while the carriage is (more or less) on the diagonal point. Both are supposed to balance each otherâs weight. On the other diagonal I intended to have less weight and have (lightly) the barrel and the background mountain.
CompositingÂ
Compositing added a lot to the atmosphere to the image. Especially the fog which is "only" the mist path added on top of the image. A bit of color correction to push blue and yellow a bit more. I biggest problem for the final result is the brightness. The pic should have a dark, early morning feel. However, I find it really hard to get to a point where the image is bright enough to see a decent amount of detail, but not have it look like day light. Especially when I looked at the image on different screens I was completely lost, because on some details were hardly visible and on other screens it was too bright. I eventually looked at the histogram to have at least a good distribution between light and dark areas.... But that is really a point I'd love to have some advice.
I hope that was interesting for some of you and maybe you have advice for improvements or any type of opinion, whether my thought process arrived at the result I intended.
Looking forward to see your results. :-D
bburnarakiss I reall like it that you made a whole scene and gave very detailed insight in your progress!Â
(I wouldn´t even noticed that the horse has no mouth, if you hadn´t said so :´D )
bburnarakiss Sweet tarnation! THAT is a homework post if I've ever seen one. I feel like this project grabbed a hold of you mind and wouldn't let you go till you accomplished it. For the scope, effort, and level of sharing I have to give you an A++. You went ALL OUT this week, that much is certain.
There's so much going on that honestly it's tricky to critique. But when you create such a full-scope scene, that also means there's a lot to get right and not quite right. I'll try to keep my notes short and to-the-point:
I hope those help. You really put a lot of effort into this and it shows. Keep telling visual stories like this! đ
Hey @theluthier ,Â
that was very good advise. After polishing the scene regarding your advice, I think it really gained the last bits to look awesome. Feel free to share as Staff pic or something ;-) thank you a lot for the inspiring new technique and the whole class. Looking forward to the class.Â
Final SubmissionÂ