So I´m not that experienced when it comes to certain workflows and i don´t know how to achieve some artistic effects or work around certain issues, so I started this thread to get and ask for critiques and learn a thing or two from you guys
I planned on working on a certain project every week, starting Monday and finishing Sunday. In this week I got a main goal on what I want to learn / achieve, working every day for just 1 - 2 hours.
I don´t know if this concept will work out for a longer period or if I have to spread the time scale / minimize the project range, but I will try it anyways.
Edit: Spread the timescale to two weeks, so i got more time for bigger projects due to the small amount of time i can do stuff everyday.
So the first Project I started today 24.07 is about creating details and proper texturing / lighting. I want to create a detailed armour with a breast plate and scales, and a coat.
This is todays progress, I´m a bit stuck with the scales, what are your ways to let them follow the proportions of the body mesh?
HI. Good idea. I would use new principled shader and a pbr texture for realistic metal. You can find some pretty good textures on https://www.textures.com/. Same for scales, I would paint them on.
Updated and Textured with PBR I first tried the method of drawing the Scales on the mesh, but it looked to flat even with high bump mapping. Found a new method by duplicating the Bezier circle that controls the scales and arrange them onto the mesh. So i got the flexibility to twist and scale the curve and so twisting and scaling the scales to follow the proportions
Got a few extra minutes today so quick added a coat and reduced the reflection of the cloth. Also twisted the upper Scales a bit so they don´t stand out anymore.
Reworked the scale texturing and added some details to the shoulderplates. Added an environment map for more realisitc lighting (It´s “Lenong2” from HDRI haven).
Any suggestions what can be improved? I think i Miscalculated the time i would need for this There are 4 Days left to sunday, maybe adding some new meshes, like greaves or try to get the facecount as low as possible with still a decent level of detail?
So today´s Sunday. I would call this model finsihed so far. Learned a lot about details and creating convincing textures. The lighting was mostly the environment map, so it´s not a big learn effect for lighting this time.
I will post the last render into the finished projects thread.
Tomorrow starts the new project.
Next project starting today 31.07 is about character creation and composing a scene with it. So i will concentrate for this project mainly on creating a character and rig it, creating an environment and get an artistic approach to different render compositions.
Yesterday was a bit stressfull, so i didn´t made much progress. But reworked the boots and the sculpt a bit. Didn´t make a render but will make an update this evening.
Updated Version. Rigged the Character and set him into the final pose. Added a bit of grass to the ground, but for the final image i will use a lot more. Also tried to give the image a bit of “deep in the forest” feeling.
Today i managed to upload sundays result It´s a bit complicated managing working on my goals in my holidays, but anyways i will update it (even if it´s a bit later than planned).
So, added more grass, tweaked the spell a bit and composited the image. I will call this finished, learned a lot from it, character creation and environment creation improved a bit i think
For this week i will concentrate on a smaller project, so i can manage my work with my holiday a bit better. I think the main goal of this week will be on uv unwrapping and more detail texturing. The last projects concentrated on detail modeling so i will work now more with the textures
Todays Update:
Back from Holidays and right into modeling this Focused mainly on the textures, and proper UV mapping.
Until Sunday, i will tweak the whole image a bit.
Todays Update. Added more Sand to the scene and stones, although they´re very hard to see. Changed the mood of the scene to night, so the glowing runes get more in focus.
What i have to improve here is: More microdetailing. The sand for example is too stationary, the whole floor should have a bit of dustyness to it…
But today is the last day, so this will be the final result. Learned nevertheless a lot from it. Improved a bit in UV unwrapping, and in texturing.
Today is starting a new project. This is the first rough blocking of a new character i plan to use in some kind of short film series. So it´s focusing mainly on character creation and creating a rig, for the body and face to animate the character.