Mo' stuff
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Sure.
I blocked out the model in SU, then exported it as a collada file. From then on, itβs just adding detail through modeling and sculpting. Nothing fancy. Time consuming, though. Two steps forward, one step backwards. Lots of agonized cursing, even more coffee.
I also imported a few models: the two plants, and the sculpture (which I quite heavily edited).
Then, obviously, shading and rendering (and UV mapping -ugh. Was at it until 4 this morning). Most textures are procedural. Thereβs some simple stuff I did in Substance Painter in there also -masks, basically. Lighting is a reddish environment and a point light.
Photoshop then. Iβd rendered out quite a few alpha masks -those come in handy for masking in PS. I made sure to go about things as non-destructively as I could. Ended up with a 400 megabyte psd consisting of 24 layers. Bit unwieldy, for a non-expert like myself.
All in all, it was pretty rewarding experience, as I learned a lot.
I'd like to thank my mum, and Jebus.
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@stinkie said:
Sure... Time consuming, though. Two steps forward, one step backwards. Lots of agonized cursing, even more coffee...ugh. Was at it until 4 this morning...for a non-expert like myself...
Thanks for the infos and I know all that too
Ok, mainly in SU the raw geometry, then sculptured in Modo and finally from modo to SubPaint
So far I have 0 experience with this entire UV process andto be honest I don't even understand what SubPaint does exactly - besides uv texturing and somehow "texture painting" - is that also the renderer?Great result anyway and best greetings to your Mum and Jebus
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So cool it has frost bite. Nicely done.
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cool !
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Thanks, gents.
@hornoxx said:
So far I have 0 experience with this entire UV process andto be honest I don't even understand what SubPaint does exactly - besides uv texturing and somehow "texture painting" - is that also the renderer?
No, I rendered this with Modo's renderer.
SP is a texture painting app. It allows you to paint textures directly onto your 3D meshes. It doesn't do uv's, though. I utilizes them, obviously, but uv mapping is done in your 3D app of choice or in a dedicated uv mapping app.
You can build entire materials in SP, but so far I haven't done that very often. I mainly generate masks with it (essentially black and white images of wear and tear), which I then use to add dirt/scratches/dust to Modo or Vray shaders, or to blend between different shaders.
The cool thing, obviously, is that an app like SP allows you to add texture detail exactly where you need it.
So, the process is: basic modeling in SU > further modeling + sculpting in Modo > uv mapping in Modo > texture painting/mask building in SP > back to Modo for shading and rendering.
Oh, I should add the above image is based off a 'Star Trek' still.
Here's some vids Rich did: https://wrap-r.com/tutorials.html
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Nice work Stinlie
I must look at Modo, what is with the texture though. The block faces are reflective or shiny most notably on the faces of the blocks to the left of the entrance?
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Nope. They aren't shiny. In fact, it's a very rough material.
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"Oh, I should add the above image is based off a 'Star Trek' still.
"...
I thought I had seen it but now I am racking my brain to find out where.... Some Trekkie.
I am thinking of the transformation virus episode from "Enterprise".
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stinkie :
Nice render.......What's inside ???
garystan -
@garystan said:
stinkie :
Nice render.......What's inside ???
garystanIf you watch Star Trek, you know there's a female-dominated culture featuring miniskirts and beehive hairdos.
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