Old Sandals

Hi All,
With this project I want to focus on

  • 3d asset creation pipeline in general
  • sculpting in specific

This is my first project in which I want to add sculpting and retopo in my overall workflow. I chose this object because it has some interesting surface detail like stitches and old leather look. It poses a nice little challenge and hopefully wont take me so long so as I loose interest.

Ref Images:

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Step 1: Base Mesh

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Step 2: Scultpting Details

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WOW!!! Those ref photos look almost real!!! Oh wait… They are! LOL!!

I think you have a good start going. Would love to see the final result.

Step 2: Sculpting some wear and tear

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Nice job! I predict that it will be hard to tell which are fake and which are real when you are done :slight_smile: Modeling wise you seem to have nailed it already!

Thanks man. That means a lot.

Step 3: Retopo and Baking Details:

With Normals in LookDev:

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Cant wait for the final result!!

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Step 4: Texturing and shading (PBR using Quixel Mixer 2020)

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Some comparison on texturing approaches that I tried:
So I tried three approaches…

  1. Armor Paint
  • The UI is easy to use but lacks some feedback like texture names and previews.

  • It has a node editor for brushes and materials so it will be quite powerful once it becomes a bit stable.

  • Armor Paint crashed on me sometimes and the interface is not there yet

  • Uses modern graphic APIs (DX 12 and Vulkan) under the hood.

  1. Blender Shader nodes
  • Blender Shader and texture painting is great and fast, very responsive

  • Now its easier to setup but has no built in layers for painting and textures. It results in a lot of manual work with shader node editor.

  • Shader nodes are very powerful but has a learning curve. Quite complex materials are possible but it is also very easy to do something wrong in complex node setup.

  1. Quixel Mixer
  • Easy to learn and straight forward UI. Minimal learning curve.

  • Can work in layers. Has all the essential masks.

  • Great renderer but feels abit sluggish and has a bigger download size (~3GB, in comparison to Armor Paint ~17 MB, Blender ~130 MB). But it includes many built in materials and other data.

  • Painting is slow and lacks many essential features.

  • Multiple mesh (multi Texture Sets) support is missing.

  • I used it for stability and material layer support.

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