Fireplace PBR - Refining the model
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After
defining the concept for my project and creating a basic blockout, it was time
to push the modelling further and develop the piece.
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I did some
HP modelling – however a lot of this week’s post is considering composition
throughout and only modelling a high poly that I am certain I will use.
Brick’s modelling + retop:
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Below is
a collection of screenshots taken at various intervals of my process with the
bricks:
1. layered the high poly bricks onto
the walls, floor, and fireplace for the scene - ready for retop.
2. I constructed a retop on top of
the high poly, paying attention especially to the silhouette changes. I
extended the retop around the sides of each brick to avoid baking errors later.
3. I did an initial unwrap of the
retop, placing seams around bricks on the walls to allow them to lay relax and
lay flat better. Unfortunately, this unwrap got removed through an error in 3DS
max – so I had to do it again.
4. This retop was a lot hastier and
sloppy, however I think it was more successful because it reduced the number of
seams throughout that I later found out on another model would cause some
strange baking differences if the UV islands were not scaled the same, which I do
not think I kept an eye on.
5. This is the final unwrap on the
model overall. The texture density is consistent throughout.
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Brick Modelling, retop and unwrap |
Some HP modelling:
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This is a
collection of assets I have screenshots of progress for in modelling.
1. I brought the logs into Zbrush
after quadding them in the fireplace so that I could sculpt them in context of
where they were in the fire better.
2. Final sculpts of the logs - basic
process was to use the slash3 brush to make the bark lines along the surface
and for the cross-section rings - then mask off the ends of the logs and add a
noise deformation, followed by a subtle inflate to make it look like the bark
and the centre wood are two separate materials for very little time spent.
3. The rope looks like this in Zbrush
and was made using the auto noise modifier for the texture, and I masked off a
spiralling pattern that then allowed me to subtly inflate the rest of the mesh
to give it the pattern.
4. on my blockout scene, overlayed
the HP flower pots over the low poly pots and put my HP rope in the scene
overlayed with the low poly rope underneath.
5. I used a hard surface modelling
technique of turbosmoothing and adding control edge loops to make the book
covers, also attached the paper to the inside of the cover. Now I will have to
re organise books onto the shelves, then either retop or clone and simplify the
meshes.
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HP Modelling |
Further modelling on the blockout:
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This is
another collection of models made in max, which later were either turbosmoothed
or Zbrush modelled.
1. Framing of scene with ceiling
brackets. Hard surface modelling via turbosmoothing used for the brackets. I
also added a beam at the front to try and frame a scene shape.
2. I thought that the metal brackets
were a bit too industrial for a natural style fireplace, so I put a set of
wooden beams on the ceiling for decoration. I also extended the size of the
roof since it looked quite small in comparison to the floor size.
3. I later halved the number of
beams – both to save tris since the ceiling is an area you are less likely to
see, and to avoid cluttering that area of the scene.
4. After looking at the scene from a
composition angle, I realised that I should remove some of the shelf clutter to
help make a cross shape, accentuating the centre as shown below with help of
the vertical fire.
5. I made sure that the scale of the
fireplace was correct and added a table element on the left. The human model is
180cm tall so that I could gauge an upper height estimate. The books were also
retopped, and I organised them on the shelves.
6. I added and posed the plant
alphas I am using in the scene, and I added an extra planter pot on the floor under
the table to fill that area better.
7. I added some table legs in a
similar style to the beams on the ceiling (its the same asset copied and
manipulated down).
8. I later changed the table
supports to be more in line with a traditional medieval style table with a
cross bar.
9. At this point I noticed that I
was above the tris limit - so I began cutting some assets from the scene. This
included the top left shelf since it seemed quite redundant, I moved the books
from that shelf onto the table and then I also removed the candles on the
right. they would likely just result in some conflicting lighting once they had
lit wicks.
10. I later removed the shelves and
the books on the right of the scene since they took up a large chunk of tris. I
thought that area looked bland however, so I added a chunky stool measured with
my table to try and fill the space. I did some minor research on the height of
an average table and chair - and apparently the average table height is 74cm
and the average chair height has a gap anywhere within 24 and 30 cm, with the
ideal amount being a 26cm leg gap, so I compared the height of the table in my
scene with my tall model and adjusted it accordingly.
11. I also created a simple table tabard
asset that I would texture to have tattered edges with an alpha map in
photoshop - this could be a very low poly asset in the grand scheme of the
scene.
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Modelling of assets in the blockout document |
Final Conclusions:
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I am
overall happy with the progress this post – I can see the scene coming together
properly which is really exciting!
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Next step
will be approaching substance painter and texturing all the assets.



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