i would like to see your work once the new PBR render is in place
@iceking - PBR renderer? Is that the Pixar one? If so . . . ooooooooh my!!! :RocknRoll: And I’d really love to see a YT video of your workflow, with narration. (I know, I know . . . here we go again. LOL!!) I’d love to sculpt more but retopo is soooooooooo laborious and burns me out. I’d love to better understand your vertex-paint process, if you still use that, to better help more of a concept-ADD-scatterbrained person like me, learn it. Ha!! There’s just so much to learn . . . but it’s oh-so-fun!!
EDIT: Did I quick Google-search. Reading about PBR now. Interesting!
Here’s a new ExDyn (Expansive Dynamics; subsidiary of Rift Industries) model; FULL CRESCENT (Yacht). This is an entertainment platform, designed for ‘functional luxury’.
Design note(s) - I’m not good at judging capacities on larger ships. After discussions with one of my buddies last night, who’s extremely technically savvy, I realize this vessel may hold way more than I originally estimated. I didn’t include scale-refs so you may get a different impression also. Anyway . . . it’s all good.
I hope you enjoy the first full ExDyn offering (if you don’t count the crossover ‘Outrider’).
All last three are amazing!
@michalis - Thank you very much for your kind words. Coming from you, they mean a lot!! Thanks!! I’m starting to explore sculpting within B3D. I love the bronze texture(s) you have for yours. Is that custom created or is there a good place to locate some nodes? Maybe I’ll post some of my sculpts (attempts) soon.
Okay. Here’s an hour-sculpt project I have had fun dinking around with; “Bonehead”.
Design notes - I used a multires-mod and the Pointiness node to give more depth to the cavities, using two diffuse shaders only. Pretty quick-n-simple setup. You can see a lot of pinching and lowres areas . . . but that’s because I don’t really know what I’m doing yet. Next I will experiment more with Dynotopo.
Anyway . . . for what it’s worth. Introducing “Bonehead” . . . hope you enjoy!
Very nice!
IMO, multires sculpting may be more appropriate when you add details everywhere.
An even distribution is better, especially when you involve stencil projections.
About the antique bronze material, I think you already know what to do. Pointiness drives a mixing as factor.
here’s a grab screen anyway. A basic seamless texture, box mapping is the base.
@michalis - Wow! Thank you for the screen shot!!
I started another sculpt at home, with dynotopo, and it looks better to me. I added some additional hard-surface elements and have been sculpting my form to ‘include’ them. How do you get the really smooth/refined edges (with creases?) in sculpt mode? I’m sure there’s a simple answer . . . just that I’m still getting my feet wet with sculpting in B3D. Maybe refine the brush slope for a more chiseled edge?
Anyway . . . thanks again for the comments and node-screen!
Here’s a fresh concept ship; RI Scrambler.
Design notes - I’m really diggin’ the Pointiness node . . . such a quick-n-dirty (excuse the pun. HA!!) way to add depth and scruff up the crevices in your model. It’s a lot faster and easier than the worn edges/dirt map method . . . which is also cool. And I really like using mainly a white/lighter diffuse shader for quick ‘concepting’ as it really shows all the nuances in the model.
I drew inspiration from watching an old demo-video from I-Novae Studios Infinity: Battlescape. It was the 13-14 minute demo where they just fly the ship around and explore the procedurally-generated objects. Way cool, actually. Anyway . . . the ship, though it didn’t look to entirely fit in with the surroundings as far as finish-level, color, etc. was an interesting shape for me, so I made my own version of it. I added my own nuance to it and some extra flight-surfaces . . . so it’s more like a cousin to theirs. :eyebrowlift: Wasn’t trying to rip their design off . . . just liked the overall form language.
One last comment, I stuck a basic worker/scale-reference guy on the largest of the ship-angles shown here. He’s standing atop the rear port-side thruster housing.
Introducing the RI Scrambler. I hope you enjoy!
Introducing the RI SHARD Mrk5. (Yes, I’m stuck with this basic whitewash look. I love it!) I hope you enjoy!
Wonderful works; great detail, as always!
Pretty interesting alien head sculpt. It looks quite insectoid, a bit like an ant head, just with the eyes facing forward.
@astro1derboy: hey man, when i get home from work laters i’ll pm you with some basic sculpting vids to help you out. it’s really easy, just give your hands a week of practice and you’ll get the hang of it.
anyways, great stuff as always, have you considered some mobile space game for all of this?
@Raven IIC - Thanks for the kind comments. I agree. I kinda gives off that impression to me. I honestly had no preconceived design-direction going in. My main goal is to try and get my head around the sculpting tools, workflow, etc.
@iceking - Thanks again for the kind reply. I have considered a mobile game. (A buddy of mine, who’s finishing his degree in multimedia/game design from the technical standpoint, and I have been collaborating for a bit now. I’ll be providing all the artwork, 2D and 3D, whenever we get there. Hopefully sooner rather than later.) And I totally look forward to watching the instructional vids. I watch a ton of instructional stuff on YT, kind of a fetish actually . . . HA!!, so look forward to your recommendations.
And in the meantime, I rendered another RI Scrambler view. I tweaked some of the model, then quickly fleshed out the background a bit and added my new generic MakeHuman scale-reference worker. Nothing too earth-shattering here but I do have one more of the RI Scrambler to post, but I’m not quite finished with the painting/decals yet. I’ve laid down the auto-paint layers on it, similar to some recent earlier posts, but have to add the decals next. Hopefully tomorrow or the next day.
In the meantime, hope you enjoy.
Sometimes in mocking up quick concept forms, you create one that is just plain-ol’ fun. For whatever reason, this just really is a cool shape for me. I plan to do more with this, or similar-styled, form . . . but for now, I believe I captured enough already to convey the idea.
Design notes - 4 crew, long-range scout vessel. The interior holds 4 bunks, a small galley and lavatory. Entrance/exit is from the front, underneath the canopy.
Introducing the RI Growler. I hope you enjoy!
Here is a fresh concept mockup; RI Aurora. A 5-crew, short/medium-range scout ship.
Design notes - I was loosely basing this from one of the Star Trek line of ships, playing some flatter-edges form flow against some arcs. It’s not my favorite personal design but it has been growing on me each time I step away and come back to look at it with fresh eyes. The front 3-quarter view, on the far right-hand plate, is just wicked looking to me. I love it!
I hope you enjoy!
Here’s another concept image; “Eyes”.
Design notes - Basically I was going for minimalistic mood with this one, using a volumetric shader to give it some dark fade. The eyes are simply two UV-spheres lit just enough to penetrate the haze but not overpower the single overhead light. I wanted to convey some sort of creepy story. Maybe there’s a bad-robot (yes, JJ Abrams!) or alien creature hiding in the shadows . . . or someone who is simply playing a horrible practical joke and is about to get taken out with a twitchy-fingered phaser blast from the beholder. :eek:
I hope you enjoy!
Here’s a new model; RI Lunar Crest. This is a 4-crew exploration vehicle. One pilot and three crew.
Design notes - basically a shapes-exploration project. Nothing too serious. I was inspired by several UFO documentaries I’ve watched recently and decided to use a combination of shapes to develop a lunar craft of some type. And I’m still using the whitewashed material I made a few weeks ago. It’s quick to just append the node-tree and slap it on my surfaces. The white-ish hue really allows a good look at the nooks and crannies IMO. So for these type of models, I find it sufficient to capture the overall form with some surface deviations.
I hope you enjoy!
Hello. Introducing the RI Titan Dream.
Design-notes: This is another shapes-exploration project. I’m working on a more serious project but every once in awhile it’s fun to start with a sculpted base and incorporate some hard-surface modeling, to keep the creative juices flowing. Helps with the fact that I generally love to explore all kinds of shapes and not necessarily get locked into one project for too long at a time. Still using a slightly-modified version of my ‘whitewash’ shader just because I really like the simpler look for goofing around with these concept-sketch models.
Hope you enjoy!