Member lord_quas Posted April 27, 2013 Member Report Share Posted April 27, 2013 I normally build low in 3D Max and transfer but its playing up so I completely bypass 3D Max and set out to model this snazy office chair from clay. Im trying to work on my next xbox indie title which i'll share in further posts and amongst the many thing things I need to build this will be one of the props. This chair wasn't easy and some pieces took a re-approach but it was enjoyable to get my head round, if this turns out well I may do it more often. Im going to make it look amazing though when ive paint it and retopo'd it. Ive also posted up some previous WIP pics above these 2 renders. I'll post more progress tomorrow. Matt With this model below I used the Fill tool and took out all the gaps Then using the cut tool and the point contour selection brush I cut the width of the chair in Then used the curves to set in the arms buy scaling the width and depth to get perfect thin tubes. Making the mechanism underneath was the bitch. I started with a FF Box and got the rough shape, then cut into it with the box and line selection brush. Extruded other areas out then trimmed their side profile with the cut brush again. 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member bisenberger Posted April 27, 2013 Advanced Member Report Share Posted April 27, 2013 Looks like you are getting a grip on the voxel workflow. Nice work. Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted April 27, 2013 Author Member Report Share Posted April 27, 2013 Hey Bisen, im liking it I spent a week going through the manual and then all the videos of the manual wiki and yeah its a matter of using the tools ins certain combination and thinking 1 step ahead. Im at this stage now, ive left 1 leg which im going to retopo and when i come to paint i'll instance it to make all the legs. IS it better to paint the voxel mesh then transfer bump and diffuse toa low poly mesh or retopo first then bake the normals then paint the low poly mesh with the normal map on it? plus any ideas for making a good stitch effect? could i make a brush mask and run it down a line brush? Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted April 27, 2013 Advanced Member Report Share Posted April 27, 2013 Wow excellent work. Impressive. I particularly admire the bevels you're getting on some of those parts. Were those really done with 3d coat? 1 Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted April 27, 2013 Report Share Posted April 27, 2013 Ha! I recently made a model of the same chair thinking it looked like something unique for a sci-fi project, then I started seeing them everywhere. They even use them on the news show Hardball and on Mad Men. Mine was a polygonal model though. Anyway yours looks pretty good. I think the seat material might be a little thick. Keep it up though! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 27, 2013 Report Share Posted April 27, 2013 For this model Is better to paint ref colors to the voxel mesh make retopo then bake the normals bump and diffuse and paint the low poly mesh with the normal map on it Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted April 27, 2013 Author Member Report Share Posted April 27, 2013 Yeah I was google searching office chairs and subconsciously picked this one out, Maybe its all the MadMan I watch. Damn marketing cats! Im jsut having trouble trying to put fine texture on the model now. its always res+ up to 8 and just not taking the details. Do I just wait to add that kind of detail onto the low poly mesh like the leather texture? In Mudbox I did it all in the sculpting. Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted April 27, 2013 Author Member Report Share Posted April 27, 2013 Ok, Im hoping I can use the depth level in the painting room to do all the stitching and leather texture . Why am i having problems trying to do this fine detailing on the voxel mesh? do I have to go really high with the res? For this model Is better to paint ref colors to the voxel mesh make retopo then bake the normals bump and diffuse and paint the low poly mesh with the normal map on it Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted April 27, 2013 Author Member Report Share Posted April 27, 2013 Yeah the whole kabudal, I was skeptical I could make something like this manufactured in a sculpting program but with the tutorials and manuals Ive read I knew 3D coat was gonna hopefully prove me wrong. Wow excellent work. Impressive. I particularly admire the bevels you're getting on some of those parts. Were those really done with 3d coat? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 27, 2013 Report Share Posted April 27, 2013 [V]voxel mode, general shape form Sculpt mode, details and hard edges Live clay: very fine details then retopo, bake -old terminology merge- and go to paint room: here you still can paint normals maps in new layers adding more details Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted April 28, 2013 Author Member Report Share Posted April 28, 2013 Havent tried the fine clay yet. True you can really add some fine details in Paint room geez. I get alot of antialiasing when going deep on the depth brush. Any way to stop that apart from smoothing it afterwards? This is the mechanism under the seat, just playing round with materials I it started looking like a robotic moose/dog. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted April 28, 2013 Report Share Posted April 28, 2013 Use a higher res texture or arrange the UV map better so that the important islands take up more room. If you need to change the texture resolution go to Edit > Mesh and Texture Resolution. The UV can of course be edited in the UV room, but then be sure to click Apply UV-Set when finished. Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted April 29, 2013 Author Member Report Share Posted April 29, 2013 Thanks, The resolution fixed it and its nice you can change that after, also with the UV unwrap the model and textures update them self in the paint room. I didnt have to re render the normal map out again before I carried on. ace. I'll do the whole lot in one go now, fit all the pieces together. cheers Use a higher res texture or arrange the UV map better so that the important islands take up more room. If you need to change the texture resolution go to Edit > Mesh and Texture Resolution. The UV can of course be edited in the UV room, but then be sure to click Apply UV-Set when finished. Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted May 10, 2013 Author Member Report Share Posted May 10, 2013 (edited) So ive been sucked into the NHL lately watching the struggle of Montreal (The Canadians) Thus it hasn't progressed much lately. Im from the Uk but it seems Im becoming more and more Canadian everyday. Felt I need to optimize the model as I was maybe abit to generous with the retopo mesh. I had to straighten a couple of the hard surfaces in the uv's as although 3D-coat unwrapped them nicely they weren't perfect. So UV's are finished now, i'll be hopefully finishing off the textures this week. Edited May 10, 2013 by lord_quas 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted May 10, 2013 Advanced Member Report Share Posted May 10, 2013 No wasted space, nice mapping! 1 Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted May 11, 2013 Author Member Report Share Posted May 11, 2013 (edited) This is just the Diffuse and normal map export from Voxel mesh to retopo. Now the fun starts. Edited May 11, 2013 by lord_quas Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted May 11, 2013 Author Member Report Share Posted May 11, 2013 (edited) Experimenting with baking the textures by Merge with NM and baking each object in turn instead of one object. Found it easy enough but after thr first bake a new low poly paint mesh in additional to the repro meshes was created that I cant delete. Anyway this is using the normal map and diffuse from that bake. Edited May 11, 2013 by lord_quas Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted May 11, 2013 Author Member Report Share Posted May 11, 2013 (edited) Made this leather texture from memory, I think I need to look at reference more. looks interesting though Edited May 11, 2013 by lord_quas Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted May 12, 2013 Author Member Report Share Posted May 12, 2013 (edited) So Ive finished... and I think im ready to move on. Edited May 12, 2013 by lord_quas Quote Link to comment Share on other sites More sharing options...
Member silkroadgame Posted May 14, 2013 Member Report Share Posted May 14, 2013 Very good workflow so far,just think that the surface of handrails are not very flat as a real one. Quote Link to comment Share on other sites More sharing options...
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