3dsMax Viewport with Skylight |
Wireframe |
Colour Ink Shader |
Modelling has been fairly easy due to the simple shapes. The hardest part was matching up the scale by eye and realising which components of the concept are in keeping with the perspective and which parts need to be rescaled.
Components like the wheels which should normally be one object, i've seperated into different meshes to allow for the eventual application of the toon outline effect which I've seen is possible in SketchFab. Having every component that's outlined in the concepts as separate meshes means I can tackle the texturing slightly differently aswell. Instead of unwrapping everything to one sheet and texturing from there, I'm going to break down the painterly materials into multiple tiling textures and rely on separated geometry and surfaces broken up by material ID's to achieve the look.
You can see already that just through colour picking from the materials in the concepts and applying them to the divided material IDs on the components, that the base values are in place. All I need to do now is paint tiling textures and plan a way to efficiently group the unique textures such as the tree trunk spirals and rope.
I'm hoping that by using the geometry for details such as the cuts in the wood, I will be able to have higher quality textures overall and not have to focus on pixel painting those details.
One problem I do have at the minute is with the Normals on the Vases, it's not really that noticable from the screenshot but in the 3dsMax viewport the Normals seem to have weird shadowing issues along the edges where the vertices meet. I've tried resetting and correcting the Normals and it isn't fixed with smoothing groups either so i'm hoping it becomes eradicated when I import to Sketchfab.
Components like the wheels which should normally be one object, i've seperated into different meshes to allow for the eventual application of the toon outline effect which I've seen is possible in SketchFab. Having every component that's outlined in the concepts as separate meshes means I can tackle the texturing slightly differently aswell. Instead of unwrapping everything to one sheet and texturing from there, I'm going to break down the painterly materials into multiple tiling textures and rely on separated geometry and surfaces broken up by material ID's to achieve the look.
I'm hoping that by using the geometry for details such as the cuts in the wood, I will be able to have higher quality textures overall and not have to focus on pixel painting those details.
One problem I do have at the minute is with the Normals on the Vases, it's not really that noticable from the screenshot but in the 3dsMax viewport the Normals seem to have weird shadowing issues along the edges where the vertices meet. I've tried resetting and correcting the Normals and it isn't fixed with smoothing groups either so i'm hoping it becomes eradicated when I import to Sketchfab.
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