Keith (beefkeef)

175 replies · posted

Keiths Polybook

Hi there!  

Welcome to my Polybook where I will post my current work in progress.

  • I wanted to get back to some hard surface as I've been concentrating on characters lately and in my mind I've planned a motorbike of some sorts for a while. Also, it seems to be a good time to transition to 2.8 so I'm gonna work as much as I can in there.

    I didn't want something too complicated as my last attempt at a motorbike wasn't that successful really so I've decided on one of those old school bikes, a Triumph Tiger Cub. Luckily for me (not so much for my wife :-) ) there was a classic car and bike show not far from where we live. They had a tiger cub which I was able to take some good reference shots of. 

    I've just started with a basic block out for now, hopefully I can get a bit more done this weekend! 

    • beefkeef Nice! I'll be following  your progress Keith :)

    • ssmurfmier1985  That's great to hear! It might be a bit slow going though, I'm not the fastest :-) 

      Here's a bit of progress today, I figured the front wheel was a good starting point and I should be able to get the rear for free, or at least some of it I hope (it looks like the brake drum is on the opposite side in reference pics). I found using the array modifier was pretty useful here as I've only had to model a few spokes and a small part of the rim. I'm not quite sure if my spokes are 100% how they are in real life, but I've decided to go down the plausible road with this project. I'm thinking the engine might be one area where I need to use some artistic license as it looks pretty intricate, but for now I'm avoiding it :-)

      I tweaked the frame a little bit, I've just been using some beveled curves so I can adjust these as needed and the tyres are just place holders for now. I'm not sure if I can make the treads as a texture or if it's better to model them, I'll cross that bridge later on.

    • beefkeef Hi, and welcome to the community!  I understand not wanting to post WIPs because projects can be quite personal since it's something you made and take a bit of pride in, but I always come back to the question of how does one improve if one never shows their work?  Good for you for taking that first step in getting feedback.

      As for your motorcycle, it looks pretty good so far.  Keep it up!

    • silentheart00 Keith won the cgc challenge so I'm guessing he's not entirely new here ... ;) he has a cool new profile pic though :)

    • ssmurfmier1985 Well, he's certainly new to me!  Congrats, Keith!

    • silentheart00 Thanks for the welcome Silentheart! As Miranda mentioned I have been hanging around here for a while but never really ventured onto the forums too much, so it's nice to meet you too! :-)

      You're absolutely right! Getting feedback is really great, good or bad because it helps one grow as an artist and I'm always grateful if somebody has gone out of their way to make some constructive feedback for any of my previous work. I guess maybe because my WIPs are pretty rough I felt a bit weird about putting them out there! And maybe there's a bit of fear too, of not finishing something I started because that never feels good, right?

      Only time for a little bit of progress today, I used part of the tyres to make some mudguards with a solidify modifier and tried to keep the edge flow correct to allow me to extrude some details that I might need later. I might need to shape the seat a bit more, but at least something is there to sit on, and it's slowly starting to look a bit more like a bike now!

  • A little more progress today, the day job just gets in the way sometimes!  :-) 

     I've added a few more basic shapes here and there, not too much detail on those parts just yet. 

    I wasn't sure about modelling the tread on the tyres or using a texture somehow, but after thinking about it I decided on the former - I found out that these bikes tend to have a more nobbly tyre at the back and the texture just wouldn't work I reckon. Seems I didn't get the rear for free after all !!  :-)

    I've been suffering with a few crashes in 2.8 just when I'm panning the view around, of course always when I haven't saved in a while. I did install some new video card drivers and grabbed the latest version of 2.8 too -  no more crashes so far which is good.

    Headlight and engine are going to be tricky, so I'm still avoiding these parts for now! 

    • It's not good news here! 

      The crashes on my PC have come back with a vengeance and currently I'm not able to do anything except browse the web or watch videos on my machine. Working in Blender or trying to kill a few people in Hitman is just totally out of the question!

      It looks like I finally need to upgrade my PC, which is pretty overdue as it's getting pretty old now. I've done a fair amount of troubleshooting and it appears to be a problem with the GPU. I planned an upgrade this year anyway, but not until later in the year as I have other commitments right now.

      So in the meantime I'll just have to put my 3D modeling on hold for a few months and come back to finish this project when I've got a (hopefully) shiny new system sorted.

    • 😢

    • beefkeef Sorry to hear about such frustrating troubles!  Good luck!

    • Well, I'm back here and blowing the dust off my long forgotten Polybook! Santa was kind enough to bring me a decent PC this year - so no more random crashes now! It's heaven :-)

      I've only been away from modelling for a few months, but it feels quite overwhelming looking at the motorbike I was working on. I figured that a few easier projects should get me going again. And then come back to the bike.

      I had an old clown project that I worked on last year that just needed finishing off so that seemed like a good place to start. Here are some work in progress shots that I kept, maybe it's useful if anybody else is doing something similar. It's based off a nice 2D reference from Fred Fields that I stumbled across one evening.

      For the block out I just sculpted on a sphere to get the basic proportions, I found the standard inflate and clay strips brushes good for this. For the mouth cavity, I used Kent's trick of masking an area and inflating it inwards to give me what I needed. The hat was a simple skin modifier extruded in to shape.

      I then added some simple teeth to give him his winning smile, and just added more details where I could - gradually going up in detail.

    • Congrats on the new PC, Keith.

      This looks cool so far!

    • Thanks spikeyxxx  I'm really loving the new PC, much much faster than the old one!  I decided to go with AMD this time as a change from Intel and so far I'm glad I did!

      Here's a few more WIP shots that I took, this time working on the hair. I used a simple plane to make a low poly 'scalp', and then grew hairs out of it using the particle system. Then it was just trial and error changing various settings until I got something half decent. I repeated that for his eyebrows and some stubble too.

      Hair 1Hair 2

      Hair 3

    • Next was the body - just using the skin modifier again to get the rough shapes I needed, then adding the detail in gradually.

      Once I'd got to this point, I decided to put him into a pose. Then I sculpted a bit more adding creases and wrinkles. To be honest, I found this to be the hardest part - it's really difficult to make creases look 'natural' and I started over a few times in the process. 

    • The next step was retopo and unwrapping, not my favourite part of any project but it's totally worth it when you come to paint later.  It's not perfect by any means, but I feel like I'm getting better at this process, slowly!!  :-)

      I then went on to bake some normal maps from the high poly objects to use in substance later.

      Here is a close up of the eyes for Monica ffreiredesign 

      Nothing too fancy at all! Just some spheres that I squashed a bit, and flattened.  Then it was very easy to paint the iris in Substance 

      Final result

  • A little bit of progress on the Cub today, I blocked in the cylinder shape in the engine and just added some shapes here and there. I sculpted the crank case and quickly cut some holes using a boolean shape, just as an experiment - I'll come back to that bit later! 

    Still looking a bit basic and lots of things to add, but it feels good to be working in blender again! Slowly getting used to left click select too

  • A couple more progress shots, it's looking a bit better with the headlight in place!

  • Added a bit more detail here and there, also made a giant nut! 

  • I had quite a productive weekend with Blender, and I *think* that I'm done with the modelling now - apart from the chain but I'm worrying about that later!  Oh, and maybe a cable or two, but nothing major.

    So, I should unwrap it all now and get it ready for painting - that will definitely take a while :-)

  • Some progress on the unwrapping

  • Here's a little update from the Tiger Cub project. I managed to get all the unwrapping done in the evenings last week and even did a bit of work in substance painter over the weekend. 

    I still have loads more to add but I can really feel that this is starting to come together now, hopefully it'll be pretty cool when it's finished!!! 

  • I've been getting the itch to model another one of those little steam engines, so this time I'm trying to make Benson's vertical engine. I'll try my best to keep track of my progress in here.

    Here's the first block out, just a few simple shapes here and there trying to get the proportions close to start with.

    It looks pretty rough but you've gotta start somewhere right??  

    And hopefully, it will end up looking something closer to this : 

  • A little progress, I spent a fair bit of time making a flywheel - it took me a while to remember how to use an array modifier without things getting funky!

    Also added a little bit of detail to the cylinder and the bits that join to it. 

  • Just a little bit more progress on this, I've refined a few bits here and there - it still doesn't look like much just yet!!!  

  • Just a couple more progress shots, I added the eccentric rods and also added that 'fork' above the piston and a few pipes at the back. 

  • A few more details added, I think it's starting to come together now.  

    The little handle was quite interesting to model. I treated it almost like a wheel using the bridge faces tool, and the array modifier.

  • So, I think I'm just about done with the modelling of this engine, and I've spent some time today figuring out the animation. In my previous animations I've just used key frames and various empties to achieve what I needed, but this time I've used an armature system. It was quite fun learning how to use the bones to get a nice animation, and honestly - a lot easier doing it this way. 

    I've used EEVEE to give me a test animation, it's really crazy how fast it can render. Each frame was only 1 second or so! I couldn't get the motion blur to work though, that's something i'd like in the final animation.

    Next I will move onto the texturing and I'm thinking this could be a good time to try out UDIMs as I've never used them before.

  • I've started to work on the textures today in Substance and here is where I am up to. Definitely needs more work, but it's getting there slowly I think!

    • This is looking super crisp beefkeef

      I personally think the wood base could use a little less glaze and the whole thing could perhaps use some grunge on the areas with some more pronounced AO. But that's just my imagination taking off again.

      It's really looking great.

    • Looks really good already.

      The metal looks a bit 'splodgy' maybe...could be a Substance Painter thing (I think I remember seeing some unrealistic metal coming from SP before, but I have never used it, so I can't be sure)

      And yes, the wood...

      But you haven't finished yet, so ...

    • Thanks for the feedback guys it's much appreciated blanchsb & spikeyxxx  You're both spot on with what you are saying - I am going to keep working on the textures this week.

  • I've hit a bit of a wall with texturing the main parts - I can't quite get the metals to look right so for now I decided to take a little break from that and do a different part - the nuts and bolts. I cheated a bit and used the addon called 'Bolt factory' to give me a nice looking bolt - then I just modified it slightly and unwrapped it. 

    I plan to make instances of these four, and move them in to position on my model. Hopefully if I rotate them a bit that will give me enough variation that it won't be that obvious they are copies. I also modelled the thread separately so I can move that up and down to add more variation there too.

    • These textured bolts look great, tasty and teasing. Can't wait for the Substance stage with my model.

    • Hmm , I'm an engineer so I work with nuts and bolts regularly and I gotta say the threads look really off like they are far to shallow.  I can't tell from your ref as they are too small , so maybe you are intentionally going for that look because its how they are supposed to be , but generally , bolt threads look like this on machine screws at least : 

      They are quite deep and have a very pointed ridge. I also use bolt factory amd usually go for something along these lines : 

      Ignore me if what you have done is intentional/true to the reference , but I just wanted to offer my advice :) 

    • Unless he is going for a stripped bolt look. Then I'd say "Nailed it!"

      I too am an engineer. frikkr makes a good point if you are going to have the threads visible, like on the top two bolts. If they are not going to be seen on the threads then I would agree it's not worth the extra effort.

      At the end of the day you are the puppet master though. You know what your puppet needs.

    • Thanks for the comments guys, I appreciate it! It's cool having engineers critique 👍

      I'm using a normal map to give me the thread depth as I didn't think it was worth having the extra geometry for such small bits. I'm thinking I can make the spacing more narrow to get closer to the pic that frikkr posted, and maybe push the depth a bit more. I'll have a play with that later. 

      Cheers guys! 

    • You could always bake the normal detail from a high poly bolt right?

    • Yeah....  I'm sure that would work too - I am more comfortable painting these in though as I've tended to have issues with artifacts when I've baked in the past. 

      Heres how they look now after a quick tweak in Substance - I don't imagine zooming in any closer than that, do you guys think the look pretty believable? 

    •  @beefkeef

      They look nice specially that brass one. Maybe just too clean. Add some wrench scratches and twists.
      How many polygons each of them has? That 36k number on a screenshot above represent the whole collection of just one piece?

    • Hi michaelmirn The 36K is for the whole collection after a subsurf modifier - I think before the subsurf that it's more like 2k.

  • Here's another progress shot on the texturing, I've been adding some dirt and grunge to the metals. I've also tried to add a grinded effect to the steel to make it a bit more interesting.

    • Already a lot better Keith!

      What I noticed the most is the top of the bottom copper(?) plate looks a bit like it's rusted (the structure/bump), that doesn't look right to me..I do not know what kind of material that would be.

      Compared to the reference: that is mainly flat with some dents and a slight unevenness:

    • Thanks spikeyxxx ! Yea you're right, I think that I might go back and just use the bumpiness on the sides of that lower piece and tone it down a bit if I can.

  • I've come across a weird glitch in my shading panel - just wondering if anybody had seen this before? 

    It seems OK as soon as I switch to camera view, or view the model in another tab. I've probably clicked something I shouldn't have but I can't figure it out!!

    • HI beefkeef I am not sure, but I think your clipping range is too large.

    • This has to do with the floating point number precision.

      When you use Camera View, Blender uses the Camera Clipping settings:

      compared to:

      These kind of glitches can also occur when your object is too far away from the center of the World (for 'the same' reason).

    • Thanks alot spikeyxxx I changed the clipping setting and all is good now!

    • Yeah I have been doing the same mistake up until about a month ago and Spikey and Kent set me straight.

      So does this mean that the Blender World is Flat?

    • We might have found a glitch in the matrix here Shawn!   

    • blanchsb 

      So does this mean that the Blender World is Flat?

      No, it has to do with the fact that (at least )in C/C++, you have to tell the computer how much memory should be allocated to a certain variable. (Like you can have 8 bit colors , 16bit colors, 32 bit...).

      With numbers this is equivalent to how many digits a number can have...

      Let's say we give our numbers 4 digits, then in a 'world' of 10 meter by 10 meter by 10 meter, when you have a plane of 1meter by 1 meter, you can have distinct points like (0.023, 0.749) for instance.

      When you make the 'world' like a cube with size 10,000 meter, then that same plane is just one point (or at the most 4. [Q] Why?).

      When you make the clipping range too large, then Blender (or any 3D software) must make calculations with numbers that just do not have enough precision and rounding errors will get worse and worse!

      This is a bit of a vague description, but I hope you get a bit of a sense of what is going on; no need to know this exactly, unless you're a programmer;)

  • It's finished! Project Page

    Also, a big thanks for the feedback and comments along the way guys, that was much appreciated! michaelmirn spikeyxxx blanchsb frikkr 

    I can see a few little things I would like to change now that I've 'finished', but I'm going to resist that urge and move on to something new.

    Here's a few wider angle shots and the video I made, just to keep a record in my Polybook

    • Amazing work Keith!

      And you're right, you have to know when to 'call it good' and move on, otherwise you'll keep tweaking untill everything is so perfect that it has no life anymore...

    • As I said on your gallery post , this turned out amazing! I look forward to seeing what comes next :) 

    • >> I can see a few little things I would like to change now that I've 'finished', but I'm going to resist that urge and move on to something new.

      @beefkeef yes, that's true) Actually, when I do something right -- it is like "meh, whatever". But when I see a mistake, a flaw, something that I'd redo -- I feel joy. Cause that means progress.

      Once again: great piece, Keith!

    • Truly great presentation. I'm really excited to see what you move onto next.

  • I've very kindly had permission from Alyssa Veysey vveyz  to use her Granny Gharial artwork for my latest project. I think it's such a brilliant idea for a character I just hope I can do it some justice in my sculpting practice! I'm feeling the pressure!!  😂

    Here is the original concept and a few work in progress to get the ball rolling -