75 replies ·
posted April 6, 2021 8:22pm
This is my on-going thread to document my progress through the 2021 Collab Project.
Here's my progress for the cart so far:
1) Intersecting a coplanar ground plane.
2) Ground plane turned off.
3) I also agree with sheila5 about her idea of having Melvin interact with the cart somehow. Possibly not in this particular Collab, but maybe in a future animation tutorial or such from Wayne Dixon waylow
4) Screenshot of the view from the Assembly file Camera (zoomed in.)
5) Full view from the linked Assembly file Camera.
6) And a final view from the side.
Open to comments.duerer dostovel createtaiwan theluthier
It's looking great Vincent, well in tune with the reference. For stream #2 you can add details like rivets and other stuff that holds it together in real life.
I can't believe this, It's so bad, using Melvin as a Donkey, what was you thinking!!!
Homework Submission - Week 1 - Cart
Here is my block-out for the Spice Vendor's cart.
I don't know if I should keep the faceted look of the cart poles or not. I'm also wondering if I should go back to linking the the railings and cart side struts into a single mesh, like it was in my previous WIP post.
And critique gratefully received.
(Underneath of the cart.)
Excellent work, vincav81! And thank you again for your detailed and impressive reflections and illustrations concerning the terrain shape here 😀👍
Splendid homework for week 1 vincav81! Trying to think of something else to say besides "it's perfect..." I got nothing. You easily get full points and I'm going to add some extra because I've noticed your helpful posts in various threads.
Your cart is going to look 🤩 with sculpted details in week 2!
Congratulations, vincav81, to your well deserved full plus extra points 👍! It a pleasure to see what you've modeled so far as well as following your illustrated reflections concerning the composition of our spice vendor's house and its environment 😀!
vincav81 Do I remember correctly that you voted for "Shabby Chic" as our team name?
Just a quick reminder what the proposed team names are so far:
1) Shabby Chic
2) All Access(ories)
3) Shabby Fresnel Chic
4) The Stan Dalones
duerer Yes. Shabby Chic. Short and hopefully easy for Kent to remember amidst all the other team names.
vincav81 Thank you for your answer 😀!
I know that I'm probably crazy doing this, but here is my current progress remodeling my cart.
This is because the original has some twisted geometry in places and I'd rather have a "trim and true" version to begin Week 2 from. Also I'm using this opportunity to "model smarter, not harder" theluthier and see how much geometry I can reuse through Linked Object Data.
Admittedly this may be a fool hard attempt, as it may be while the imperfection of my submission may irritate me (I'd like to be certain that any Linked planks will actually be all the same dimension before linking them, ie. no bizarre skewing of geometry), that same imperfection may be what endears it to others.
Also while beginning this second draft I realised that I'd forgot that most carts tend to have Leaf Spring suspension 🤔, so I guess the quickest fix would be to say that the Spice Vendor is a very frugal chap (a Scrooge McDuck if you may) and bought the cheaper cart without any suspension from the salesman. hharbinger_ua Then use the savings to buy/find more spice perhaps?
In any case I may just be needlessly wasting my efforts, but as has been told to me many a time: I'm a perfectionist. 😁
Until the Live Stream then. . .
vincav81 I've blocked out the spice vendor's house three times until I got this relatively close match 🕵️♂️! So, welcome to the club 😉😁!
Now I really do think that I'm crazy: I think I like the first one better.(Dick Dastardly – "Drat! Drat! Double Drat!")
Maybe I should just split the difference and just replace the old draw bars with the 2nd version's pair.
I wanted to add metal tires to the wheels, but know I think that that would just ruin the simplicity of the 1st cart.
Any words of wisdom? Or failing that common sense? duerer sheila5 createtaiwan wardred dostovel
I lost the soul of the cart, didn't I?
Don't worry, it's inanimate object. I say go the Jedi way and follow your instincts, if you want to be a perfectionist, follow that. I for one like how details bring things to life.
I think we're adding details next so I wouldn't get hung up about it. I personally got obsessive about making things perfect at first so that when I went back to smash my geometry up it was a more controlled form of chaos. 😆 I think theyre BOTH great. :3
vincav81 I think this is going to be a complex scene with a ton of verts, so anything you can do to link and reuse would probably be appreciated. . . as long as you don't compromise the final product. I'm listening to almost this exact point by Kent as I type.
I took a closer look at the cart, and I see in the original artwork everything appears to be wood. I don't think it would be breaking the feel of the artwork to add metal wheels to the cart, but I'd check with your group leader about that.
I'm hoping a lot of the how much detail to put into the project, like the springs, will be covered in today's stream. I don't know if we really want to focus on what we can see from the original art work, or if we want to be able to walk around things. If we want to be able to walk around things, it'll need more detail.
wardred Thank you. I think I may just go with what I've got so far on the 1st one and worry about real life details after the collab.
vincav81 I would prefer the version from your homework. The other model looks too perfect like an industrial product. I just would reduce the gaps between the boards (there's nothing shining through at the backside or right side of the cart box):
I wanted to add metal tires to the wheels, but know I think that that would just ruin the simplicity of the 1st cart.
As far as I know, there's often a metal ring around the wood wheel in order to protect the wooden part against hard hits from stones etc. on the way:
Andrea elubie added it to her "Homework Submission Cart" here (scroll down to the orange frame).
vincav81 Love it! I really enjoyed seeing Magician Melvin as a size comparison. Beautiful work.
Ok, so here's the current progress of the lower poly version of my Homework model, for future syncing to the Collab folder.
1. Current state of cart.
2. Cart with all the duplicated geometry turned off. (Forgot to turn of the Mirror Modifier on the handle though 😬)
3. Cart wireframe with Mirror Modifier turned off. Handle duplicated to show wireframe separate from the other geometry.
duerer createtaiwan sheila5 splat21 elubie
Cart with shared geometry Linked (Alt - D) and edges marked sharp on the handles and wheels.
vincav81 Your low-poly cart is taking shape 😀 👍! I would just add a slight bevel (one segment only!) at sharp edges as for example at the wheels, See for example the railing or the barrels in Vadim's pirates tavern here, especially here the hires image of Vadim's harbinger_ua original 3D model.
Here's my updated Low poly cart following your advice. I set the single bevel to be 0.0035 (Offset). Which does mean that I have to copy over the handle s and make them into new Medium Poly versions, which is no real loss because adding the bevel to the low poly has fixed a mesh issue I was having with the Medium version handles I posted about below. Thank you duerer
And I also adjusted the spacing of the planks on the back as well.
End of Week 2, Day 1, Progress.
1) Final Low Poly Model (sans bevels). I also happened to look more closely at Vadim's artwork and I noticed his cart has a small curve to the top most rear plank, so I've decided to added it here to better reflect Vadim's vision. hharbinger_ua
2) And here is the cart with all the linked objects hidden.
I also lengthened the "handles" to better match Kent's block-out better.
There's a slight curve there indeed. Great job Vincent!
Love the work you're putting into this vincav81. Working smarter instead of harder, picking up on subtle curves, rebuilding a second time...all signs of a bonafide 3D modeler 💪
vincav81, thanks for identifying and getting confirmation that there is a curve to the top back board! I will implement that in my cart design.
Progress Update: Medium Poly model for Sculpting.
1) Beveled mesh, ready for Hi-Res modifier.
2) Cart with Subdivision (Level 2) added for visualisation.
And for anyone else wondering how to turn on the Polygon/Mesh counter that Kent uses, it's under Viewport Overlays and called Statistics. And if you tick that you viewport should also look like this:
Without the red annotation of course.
I'm sorry if I forgot to read, or forgot that I had read, your comment Ingmar duerer earlier about Andrea's elubie cart wheels with the tires. Any way, here is my Medium Poly cart with more subtle metal tires.
That's looking great 👍!
Cart UPDATE:After going over the mesh once more (perfectionism strikes again!), I now hope that I can actually start sculpting. HOORAY!
1) Low Poly version shaved of detail that can be better added via future normal maps.
2) Medium Poly version with Ctrl+2 Subdivision to preview later Hi-Res modifier application.
Now to get back to catching up on Kent's theluthier Week 2 Casual Live Stream, so I can have a better visual idea of how approach sculpting the wood.
vincav81 I'm looking forward to your sculpted version 😀
Last minute mad dash.
Homework Submission - Week 2 - Cart
theluthier jlampel duerer
Here is my sculpted Hi-Poly Cart. I have synced my WIP file to the Google Drive for closer inspection.
(28 minutes to spare before deadline.)
Looking really great! I also had a (very) quick look at your file - great work on keeping the file efficient and still getting the detailed sculpt.
elubie sheila5 Thank you. I may still have to add some geometry to my base Low Poly mesh to capture the massive dents in the 2 front facing planks, so that I don't lose the detail in baking.
vincav81 Excellent work 👍!
Cart Update – 22 Apr 2021 (AEST)
I've taken a page out of elubie's playbook and tried to simplify my cart and make it match Vadim's artwork without having to go back and sculpt replacement geometry.
I've set all the Multi-Res modifiers to 4 Levels so that I can navigate around the model with a bit less lag.
Following Elubie's example, and Kent's word on keeping as low a poly count on our base models as possible, I've pushed together the sides, back and floor planks so that I can retopologise them into a more efficient single mesh chunks for baking. duerer
I also removed the two small handrail planks from the top of the three side planks, to both match Vadim's work and cut down the number of faces I need to use for my Low Poly Cart retopo.
Brilliant work vincav81! Sculpting quality is fantastic and I love to hear about optimizing base meshes / model structure. No constructive feedback from me. Just keep doing what you're doing!
Cart Update – 23 April 2021, 4:13pm (AEST)
Only slightly lower poly at 680 Triangles.
And for comparison here's the previous 700 Triangle, Low Poly Cart.
On to UV unwrapping then.
vincav81 I'm deeply impressed by how much you bother yourself about the question how to achieve the best result. And it definitively pays off in your highly detailed and beautiful cart 👍!
UV map for my cart. 23 April 2021, 10:19pm (AEST)
What a beautiful unwrap, Vincent!
Everything blue 😊🤗👍!
Cart Update: 24 April 2021, 12:36am (AEST)
After much wrangling, here's my Normal map.
And here it is applied to the cart.
vincav81 I can barely wait to see your beautifully textured cart in our fully lit scene 😀!
Cart UPDATE: 24 April 2021, 12:47pm (AEST)
Cavity Map can now be checked off the list. Only thing left is the Colour Map.
Cycles Pointiness, Cavity Map screenshot.
Cart with both Normal and Cavity maps connected to the material output.
Homework Submission - Week 3 - Cart
Here are the UV, Normal, Cavity, and Color Maps for the cart.
Homework uploaded to the Models/WIP folder: acc_cart_vincav81_04
Any instruction on whether I'm meant to make a Master file version, or if that's solely you purview Kent, would be gratefully received.
Cart: Material Preview.
Cart: Rendered View. Brightness of the material can be adjusted when/if it's linked into the final scene.
Admittedly the UVs could've been better organised for the second attempt at unwrapping, but my main aim was to complete the work, and I'd already started baking by then so I decide to plow on rather than waste more time.
. . . . .
On a personal note, I'll be having surgery to remove my wisdom teeth on Monday, my time, so I may not get anything done next week. But at least I've finally managed to complete the homework a day ahead of the deadline. Thank you.
25 April 2021, 02:00 (AEST)
Also, all of the texture maps are located in correct Google Drive folder. 2048x2048.
I know that it's a very high improbability, but one idea I had for week 4 was to create a "floating" mound to put the cart on with a lowpoly bush or two and create a turnaround render of it. Perhaps that'll be for weeks after instead.
Excellent work, Vincent vincav81 👍 ! Best wishes for Monday ! I'm looking forward to see you here again 😀!
Thank you duerer
Re: Homework, I've also just optimised my file so that it should load faster when being reviewed. I'm currently catching up on the Week 3 Casual stream.
25 April 2021, 12:39pm (AEST)
vincav81 That cart is going to look so good in the composition. For the level of detail in the scene, your cart looks amazing, but seeing the vehicle up close makes me want to see mud, debris, and sharp splintery places. I have to keep in mind that it is going to be seen from a distance. Fantastic work!
Hope the dentist visit goes as smoothly as possible for you. 😬
ullreym Thank you. I could always use Kent's Z Normal method to add some quick dust colour to the cart after the Collab for the beauty renders perhaps. 🤔
Well done. Good luck with the surgery!
sheila5 Thank you. I'm only just a few minutes home from the day surgery. Now it's just getting through the 2 day ramp-up of the pain and the following 4 day ramp-down back to how my mouth felt beforehand.
I have had so much dental work done, I can feel you. Usually I just play world of warcraft to forget the pain
vincav81 your cart looks super. I like the fact that it looks robust and doesn't feel like it will brake in half when lifting it from the handles. All the best wishes on your wisdom tooth op (no pun intended :) )
ssimonsez11 Thank you.
vincav81 Very nice cart, looks great!
Here's my cart with a very basic noise dust/grunge effect using a method similar to Kent's Z Normal.
It took maybe 5 minutes to set up? The grunge is only on my local copy and not the Google Drive. I'd only add it if might added to the scene or not. But as you can see below, the grunge is only really visible from close up.
Rendered View, Close up.
Rendered View, Main Camera.
As you can see any subtle accent like grunge/mud wouldn't add anything to the final composition.
vincav81 Thank you, for sharing your tests concerning the importance of grunge on the cart. We will have to wait for the final camera animation in order to determine whether some grunge is needed. But I could well imagine that we'll have a closer look at the cart 😀!