Darktiste Sketchbook
(07-04-2025, 04:09 AM)Lunatique Wrote: I would suggest utilizing more brushes that have rougher texture, as some of the surface types are a bit too smooth (wood and rock surfaces, for example). The grass can use a bit more depiction of lighting, so we can see more form and shadow between patches and blades of grass, as well as other objects casting shadow onto the grass.

For the grass it intentional it similar to Ghibli scene . Also it heavily stylized i am not going for lot of noise it manga inspired.

For me the piece was not about good lighting or realism. It was about creating a coherent group of props in a scene something i don't generally do and probably won't do again because to me it getting to busy with background element i want the presentation to be clean and read as concept art right now it feel like i am going to far into illustration theory. Specially in the last two project i want to simplify and have a clean presentation .Right now there to much overlapping it doesn't read as concept art the object should be isolated from one and other it should look more like variety of item presented to an art director to approve not necessarily the same iteration on one props but multiple item to establish a theme.

Thank for the feed back.

My Sketchbook

Perfection is unmeasurable therefor it impossible to reach it.
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Test  Test  Test


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My Sketchbook

Perfection is unmeasurable therefor it impossible to reach it.
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Ouuuh this was done in Blender? Cool! I'm keen on learning more about it, would you mind (if you want to of course) showing it in Edit Mode as well so we can see all the faces and vertices? <3

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(Yesterday, 06:46 AM)Maxilla Wrote: Ouuuh this was done in Blender? Cool! I'm keen on learning more about it, would you mind (if you want to of course) showing it in Edit Mode as well so we can see all the faces and vertices? <3

I am not looking for perfect topology as those model are not for game. My advise when it come to face and vertices is to keep it low as long as possible when your not doing any sculpting as you don't need a large number of vertex for most of the modelling phase when creating geometry in some case you might need subdivision(for sphere in general but if you do sphere try to move them toward the end of the modelling phase).Sometime you use a displacement modifier so again modelling as alot to do with having a plan trying to prioritize what you do to avoid working with a high vertex count will avoiding spending large amount of time making complex selection. But my best advise to reduce vertex manipulation time is to use a mirror modifier so you don't do twice the manipulation when thing can be deal in symmetry. Start with the symmetrical part and then move toward the asymmetrical part.


The problem of trying to study people model is that they often will use a decimate modifier to reduce the vertex count when the model is done. This mess up the topology in favor of reducing vertex count so game engine can run faster. Also i find that looking at someone end topology doesn't help you understand the concept that modelling is often mostly about good use of simple geometry and good use of Boolean modifier to simplify the modelling phase. Avoiding manipulating single vertex and trying to combine modifier whenever possible.

Fun fact is you were not suppose to see this. I just wanted to test the image to see if it was low or high res. As i was spending to much time doing the hand painting on some part. People don't generally zoom in i feel so i waste alot of time with the hand painting phase as those detail are not gonna show anyways i gotta take in a count how close the camera are to my object so i don't ''over render'' .

You have to understand the end goal of what your doing otherwise you get bug down by thing that don't necessarily matter.

My Sketchbook

Perfection is unmeasurable therefor it impossible to reach it.
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