Author Topic: Rik's Paintbook: Hobby, WIPs, Freelance work samples  (Read 6432 times)

Base normal bakes done. Basemesh is 9,855 polys (19K tris).

Second image is a material test concept for the tightsuit - I'm leaning towards something leathery looking.




With materials applied.  Didn't catch the churro effect on the sleeves in time but I'd apply that experience on a future project.  Otherwise a pretty good practice piece. Specularity is not consistent between the two views since the first one is an iray render and the second is an opengl-yebis screengrab.





Cool.  :)

Very unique and creative.
Hobbyist
---------------------------------
Common "Help" suggestions:
- LOG FILE tips - https://forum.allegorithmic.com/index.php/topic,22451.0.html
- LICENSING issues https://www.allegorithmic.com/contact
- ATTACH files to posts: https://forum.allegorithmic.com/index.php/topic,23670.0.html

@justaviking, Thank you sir!

Preview of my next thread entries.  Inspired by classic Doom 3.  Model is work-in-progress (although I'd likely keep the slim thighs cuz I'm lazy :D).  Just process experiments and material lookdevs here.  Base mesh under 12K, polygroups as indicated. 4 texture sets.  Day's exercise is to get acquainted with using Zbrush more: subtools prepped for match-by-name bakes, preserving polygroup borders as I subdivide, brute uv unwrap of all subtools (via uv master plug-in).







Last Edit: March 04, 2018, 11:50:48 pm

Lookdev update.

So I made a custom normal map brush stamp for this creature that's located on its back.  It's metallic to contrast with the leathery skin and suggest cyborg features.  Making the stamp wasn't hard but debugging the normal map was stressful and frustrating as heck!

As "dramatised" by the following images, I slowly noticed that the initial versions of the normal bake I was using was wrong.  (Was baking in another app.) I flipped the y, re-baked, imported the new map, saw that the icon on the normal property tab in SP is correct, BUT...the brush cursor was still showing the wrong normals!  "Is this a bug?!"

To make this story short, I eventually discovered....the color space popup list as revealed here: https://support.allegorithmic.com/documentation/display/SPDOC/Normal+Map+Painting

GAHHHH!   Sometimes self teaching can be painful  :o

[Last image also shows how I found out how to brush blend between two texture sets sharing the same UV, particularly where the material edges meet.]











Last Edit: March 11, 2018, 12:32:29 am

Base mats layout done. 

This is my version of March Madness  ;D  Eight texture sets on one uv.  Baked some of the normal maps externally, which means a lot of manual individual texture set baking (and debugging).  But I'm happy there are no seams.  Substance Painter is freaking AMAZING!

Minor normal map detail skewing on the shoulders but I'm okay  with it since, once again, this is just for practice.









Shoes for the monster kicking hero -which I still have to design and model.

2nd image, an alternate material look. 




I vote for the first version.

It's fun seeing this all come together.  :)
Hobbyist
---------------------------------
Common "Help" suggestions:
- LOG FILE tips - https://forum.allegorithmic.com/index.php/topic,22451.0.html
- LICENSING issues https://www.allegorithmic.com/contact
- ATTACH files to posts: https://forum.allegorithmic.com/index.php/topic,23670.0.html

Noted and thank you sir.

Today's progress.  Worked on the basemesh and an initial lookdev.  Going for a costume design inspired by tokusatsu superheros. 

2nd image, material experiments with the shoes.



Last Edit: March 18, 2018, 06:25:41 am

The man with the "thousand yard stare".

Testing my homemade basemesh (gotta qualify it especially when Epic released Paragon assets for free today :o).

Just quick and dirty bakes and mats.  Ears I'll do later and fake-merge them into the head using a round edge shader normal map. Same with the so-called realtime hair.


Woohoo, spring break!  But I'm not a student.

Means more Painter fun (I don't have to sleep or wake early to drive our child to school).  ;D

Just quick and dirty chainmail test today.  Actually this test took at least 2 hours. Tried to see what I can come up with if I have to do a chainmail mat from scratch just using stock procedurals.  Not pretty results, but there's some practical use if I don't have to do too much close ups.  I didn't package my own smart mat from this test since I used the Mat model's uvs to mask and bake.

Second image with additional Photoshop post.  Further technique tests to follow.







Last Edit: March 23, 2018, 11:36:48 pm

That was a decent chainmail for just a couple hours of effort.

Depending on your goal, don't be too shy of using existing resources.  There are a couple incredible chainmail on Substance Share.
https://share.allegorithmic.com/libraries?utf8=%E2%9C%93&q%5Bname_or_tags_name_or_description_cont%5D=chain&button=

I helped a guy with "transparency" of a chainmail material so he could see a wood grain that was below the chainmail.  I can't find that now, even after trying several searches, but if I run across it I'll share a link (ha ha - unintended pun).  You might find it useful.
Hobbyist
---------------------------------
Common "Help" suggestions:
- LOG FILE tips - https://forum.allegorithmic.com/index.php/topic,22451.0.html
- LICENSING issues https://www.allegorithmic.com/contact
- ATTACH files to posts: https://forum.allegorithmic.com/index.php/topic,23670.0.html

Thanks for the tip justaviking.  Definitely downloading that asset.  I also saw on Twitter a new Allego drop on Source for automotive design materials.

Today's w-i-p on the hero basemesh.  Welded hands, feet, and head to the body.  You can laugh at the design if you find it funny looking.  Hey, I'm just a wannabe character artist.  ;D

Costume design is a concept.  Working on hair and ears next.


Oh yeah, I forgot I was going to look more for the post I was thinking of.

Can you believe I actually made a video tutorial about it, and I didn't think about it until just now?  Yeah, forgetting about my own tutorial, how embarrassing.

Here's the thread:  https://forum.allegorithmic.com/index.php/topic,19603.0.html

Here's the video (also in the thread):  https://www.youtube.com/watch?v=eB0bfkvZWQM


I hope you can pull something useful from it.



P.S.
You were in the thread, too.  :)
Last Edit: March 27, 2018, 08:30:43 pm
Hobbyist
---------------------------------
Common "Help" suggestions:
- LOG FILE tips - https://forum.allegorithmic.com/index.php/topic,22451.0.html
- LICENSING issues https://www.allegorithmic.com/contact
- ATTACH files to posts: https://forum.allegorithmic.com/index.php/topic,23670.0.html

Vorlon spaceship?

Checking out one of Zbrush 2018's new features: project primitives.  And did a quick SP pass on it where I also tried using a gradient procedural as mask driver.







Last Edit: April 01, 2018, 07:28:02 am