A self imposed Speed modeling challenge I did this morning. The character took approximately 50 minutes, but getting the materials and lighting right took a bit.
Let me know what you guys think.
For this model I stated with a UV sphere and modeled the helmet, So that part was all hard surface. After that I did the valves around the rim of the helmet by just modeling one and duplicating it around the rim in combination with the mirror modifier. When I was happy with the helmet model started working on the organic side of the model. I used the skin modifier to quickly block in the proportions of the body, arms, and legs. As soon as I was happy with the Bigger shapes I began extracting the other parts (Boots, belt, and pants) off the mesh produced by the skin modifier. The hands were modeled using the skin and mirror modifier, they were built directly into the fist pose as this was a fast model and I didn't have to worry about rigging. The anchors were also modeled using the skin modifier. Finally now that I had the simple version of the character I began sculpting. The suits wrinkles were all hammered in with a fairly large stroke crease brush. Usually I stick with a lower subdivision level and work my way up but I find that with cloth it's good to jump to a high level of subdivision right away. When I was happy with the wrinkles I began applying all the modifiers and putting a last finish on all the other pieces with the scrape brush just to give it a more natural feel like someone had used a spatula to smooth it. One useful tip I can share is to cut in gashes with the crease brush and then use the pinch brush to tighten the edges, this is a very quick way to add good looking nicks and damage.
That's really about it. :)
So, I guess in summary to your question, my workflow is really about 50/50 when it somes to Organic and hardsurface modeling.
May I ask what sort of workflow you use to do something like this so quickly? I would expect something like this to take me weeks and you can do it in 50 minutes?? I must be going about it all the wrong way. It is amazing how you can be so quick but still produce such quality.
Also, how much of the model was hard surface and what was purely sculpted. I would be clueless as to how you can create parts such as the belt and helmet/shoulder piece with the screw handles on in sculpting so accurately. With me, any sculpting has to be organic and getting hard, straight edges and neat lines is a nightmare. Amazing work :)
I need a more effective way to showcase my images, I like to combine renders of the same subject so that viewers don't have to pick through multiple renders of the same subject, but when I combine them the overall resolution gets cut which means they don't look as good. What do you guys think? Just post separate images, or keep combining?
The modeling only took 50 minutes but the shading, lighting, and composite took about another hour and a half. Which I want to crank down.
Wandering monk
Thanks, glad to hear you like it. :)
As for lighting other than just starting with a basic rim and fill light, not really. Each lighting scenario is too different to reuse any setup effectively.
The result was great. 50 minutes isn't too long.
Thanks!
Here's a brief look at my workflow.
For this model I stated with a UV sphere and modeled the helmet, So that part was all hard surface. After that I did the valves around the rim of the helmet by just modeling one and duplicating it around the rim in combination with the mirror modifier. When I was happy with the helmet model started working on the organic side of the model. I used the skin modifier to quickly block in the proportions of the body, arms, and legs. As soon as I was happy with the Bigger shapes I began extracting the other parts (Boots, belt, and pants) off the mesh produced by the skin modifier. The hands were modeled using the skin and mirror modifier, they were built directly into the fist pose as this was a fast model and I didn't have to worry about rigging. The anchors were also modeled using the skin modifier. Finally now that I had the simple version of the character I began sculpting. The suits wrinkles were all hammered in with a fairly large stroke crease brush. Usually I stick with a lower subdivision level and work my way up but I find that with cloth it's good to jump to a high level of subdivision right away. When I was happy with the wrinkles I began applying all the modifiers and putting a last finish on all the other pieces with the scrape brush just to give it a more natural feel like someone had used a spatula to smooth it. One useful tip I can share is to cut in gashes with the crease brush and then use the pinch brush to tighten the edges, this is a very quick way to add good looking nicks and damage.
That's really about it. :)
So, I guess in summary to your question, my workflow is really about 50/50 when it somes to Organic and hardsurface modeling.
May I ask what sort of workflow you use to do something like this so quickly? I would expect something like this to take me weeks and you can do it in 50 minutes?? I must be going about it all the wrong way. It is amazing how you can be so quick but still produce such quality.
Also, how much of the model was hard surface and what was purely sculpted. I would be clueless as to how you can create parts such as the belt and helmet/shoulder piece with the screw handles on in sculpting so accurately. With me, any sculpting has to be organic and getting hard, straight edges and neat lines is a nightmare. Amazing work :)
I need a more effective way to showcase my images, I like to combine renders of the same subject so that viewers don't have to pick through multiple renders of the same subject, but when I combine them the overall resolution gets cut which means they don't look as good. What do you guys think? Just post separate images, or keep combining?
The modeling only took 50 minutes but the shading, lighting, and composite took about another hour and a half. Which I want to crank down.
Wandering monk
Thanks, glad to hear you like it. :)
As for lighting other than just starting with a basic rim and fill light, not really. Each lighting scenario is too different to reuse any setup effectively.
Well done. You must have been flying. Do you have a standard light setup you start with?
You mentioned it took you 50 minutes to model it, which I find it fast for the level of details in the render.
Thanks, I'm glad you like it. :)
Honestly this took longer than I I wanted it to, I need more practice.
Looks Great
Compression Distortion! That's Annoying.