Tomas Plasil (tomasplasil)

42 replies · posted

Polybook - Tomas Plasil

A while ago I decided to start learning human anatomy and improve my sculpting, with the goal of being a character artist one day.  So Im making this polybook to ocassionally post about by progress and hopefully get some feedback or advice or whatever you feel like writing here. 

  • So heres the first post. I found a really cool anatomy course by Eric Wilson, so Im slowly progressing through that while making notes, exercises from the course, and sculpting this guy on the side. I am roughly halfway through the course, and it covered the torso and arms so far. The arms i am kinda struggling with, as the forearm especially is pretty complex. So I will have to put in more work into it here, and somehow manage to connect it with the hand. But contrary to what I heard before, anatomy is actaully pretty interesting. At least if you find a good source to learn from :)

  • Blocked out the hands and made a slight change to the pose. Also did some tiny tweaks all over the place.

  • Anatomical study of the arm. I didnt sculpt the whole thing, the arm is a 3D scan and I only sculpted in the divisions between individual muscles and tendons, basically like an ecorche. Its a pretty good exercise to memorize the muscles. It still needs some work, mainly get the overlaps between the muscles more defined. But I think I spent enough time on it for today, so im just gonna continue with the course for now and revisit this later.

  • Hello and welcome!  Your anatomy is looking pretty good as far as I can tell, but I would say the arms don't look like they were "exercised" enough compared to the torso, if that makes sense.  But, I am not an anatomy expert.  I am also trying to learn anatomy in my spare time to also be a character artist!  What I found to really help me is consistent practice.  Keep practicing!  Looking forward to your journey!

  • I finished the leg part of the course, today Ive been excersing sketching the muscles into a scan. The upper leg is so far the hardest part of the body for me, so I didnt bother making this too clean and sculpting in the muscle fibers. I think  Ill do that when Im more sure about the muscle placement. The area around the knee and the inner thigh is still pretty confusing to me and I think I messed up the gluteus muscles as well. Next Ill probably try to sculpt some legs from scratch.

  • Practice of sculpting female legs from scratch.

  • I finally finished the anatomy course, but now my head i too full of it :D So I decided to take a break from anatomy to let it settle a bit and make a mandalorian helmet.

    Im pretty happy with the shape but I made some mistakes when I was modeling it and the topology is a bit messy. So I will do a retopo now, since it will probably be faster than cleaning it up in its current state. Then I just have to model the panels on the sides and back.

  • Made a retopo and added some bevels...looks better now but some of the shapes are still not as clean as I would want them. Ill figure it out tommorow, too tired now

  • Cleaned up the messy parts,  the visor especially was pretty bumpy and the ridge on the side was crooked. Also modeled the panel in the back. Its pretty high poly now but I think im gonna keep it that way and later do another retopo and for in game polycount.

  • Modeled the rest of the panels, fixed shading, did UVs and created folders with masks in Substance for parts with different materials

  • Most of the work in substance is finished, so I made a test render. Pretty happy with the result so far, but I think I went a bit overboard with the dust, while the detail on the visor is not really visible. Also the normals on some edges are a bit wonky, though im not sure yet how im gonna fix that. 

  • Thought Id post it here too. In the end I made the edge normals with the bevel shader. Its not perfect, the ridge on the top of the had has a bit of a crooked bevel, but Im calling it finished for now.

  • I decided to take it a bit further and make a bust. I just gotta model the rest of the chest plate and then sculpt the clothes

  • Modeled the rest of the armor and the belt....Tommorow I  will to add a bit more detail on the arms and then its on to texturing. 

    • Looking good man. Excited to see it textured.  You may want to adjust the relative scale, unless you've measured it out and know you have what you want.  Just eyeballing it, it doesn't look like the head that goes on those shoulders quite fits in the helmet.

    • Thanks :) yeah youre probably right, It seems a bit off. There is actually no head inside the helmet :D I sculpted just the body.  I found a cool poster which I will try to recreate, so I will arrange it based on that when Im making the final render.

    • Everything is unwrapped and imported to substance, but im thinking I will sculpt some detail on the belt as well, it would probably look too flat like this. But im gonna take a break now :D

    • Just messing around in zbrush

    • A model a made for a job, together with a friend we were creating a visualisation of an estate. This is currently an old ruin of a barn which the owner wants to renovate a build aparments in it. They want to keep the old brick structure, sice its hand made a looks a looks really nice. I modeled it blender and textured it in substance painter. I made the wall texture from photos I took in substance alchemist. My friend made the rest of the estate and the rendered it in a different software.

  • For some time I forgot to put anything here...anyway this is my latest work. I was making fish models during my internship and I wanted to make some nice renders to present them in my portfolio. Here's a humpback whale. 

    The whole thing is pretty much done in blender,the rays of light are done with volume and the background color are done with some simple nodes for environment and color variation in the volume. Then just some post in photoshop.

    Any feedback is appreciated. Mostly about the compostion, colors, lighting, realism. Or anything else that comes to mind...I was going for a realistic looking whale in a slightly stylized sea. Or if not exactly stylized, just kind of vague and blurry to draw the attention to the whale.

  • A small side project. I want to make a kind of still life render of this and a bunch more things :D . The glass needs some more work but ill do that in then end when i have the whole composition

  • Great, I especially love the crown cap!

    Fluid in the bottle looks strange though, do you have the correct IOR?  (A lot of people get this wrong.)

    The IOR of water in glass is not 1.33, that is that is if the light goes from air to water. From glass to water it would be something like 1.33/1.5, which is about (4/3)/(3/2) = 8/9.

    Otherwise the glass looks way too thick;)

    • Thanks a lot  :) It was the wrong IOR.  It didnt occur to me that I should calculate it like this :D Good point about the glass too, it was too thick.

      Here's another in progress shot

    • Wow!

      The fluids look much better now;)

      If you want to get rid of the 'ugly black edges' on the small glasses, (you can of course do that when you finish this) I can highly recommend watching this:

    • Thanks again, I was wondering about those :) really cool and informative video...and the solution is so simple once you understand whats causing it. Just let the light out.

      It also solved by problem with the beer, it was way too dark before. It might be too light now but that will be simple to tweak. Also I realized that the liquids had inverted normals since I duplicated them from the inside of the glass. So the surface of the rum didnt reflect anything. Rookie mistake :D

    • I think the assorment of crap for my still life composition is almost complete. Tommorow I will make some simple environment for it, light it up and see if I want to add anything else. I also have to figure out how to make the smudges inside the sauce jar more convincing...this is just some mask I painted on it and set it as a factor in a mix shader.

      Its hard to find much information about setting up shaders for food though. When I try to look how to create a sauce in blender , strangely all I find are cooking videos.... 

    • Made dirty old tablecloth with burnt holes. Its made with painted masks on a tiled texture. I probably didnt make it in the most efficient way. Basically I have 3 masks, one for dirt arount the hole, one for burnt bits, and one for the hole themselves, which I painted in substance painter. I now realize I should have done it with just one mask and make the dirt and burns by adjusting it with nodes.

      The dirt is made with some grunge textures. 

    • Looks fantastic, Tomas.

      (Maybe add a skirting board between floor and walls and it will look photo-real.)

    • Thanks Spikey :) The floor will not be in the shot, this render is just to show the table cloth.

  • This is the progress so far.... I made some folds on the table cloth and came up with this composition layout.  Im thinking I will also model some cigarretes so the burnt holes make more sense. Im also considering making a bunch more objects like some food or something to filll up the "canvas" and emulate those cluttered still life paintings...or maybe ill just keep it simple i havent decided yet.

    I added a light in the back to create a soft rimlight, which I like how it turned out, except it also made the top of the rum bottle this milky white...So Ill have to solve that somehow. Or maybe Ill just get rid of the rimlight because it might look a bit artificial.

  • I have decided to leave it as it is :D I made some minor tweaks, but I like the simplicity...

  • New project! Mortal Blade from Sekiro: Shadows Die Twice. I think its gonna be great practice of texturing and sculpting ornamental details. So far I made this blockout:

    Next im gonna take it to zbrush to sculpt a high res version.