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Lean Back.. This isn't very exciting (hard edge modelling)


lord_quas
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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

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With this model below I used the Fill tool and took out all the gaps

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Then using the cut tool and the point contour selection brush I cut the width of the chair in

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Then used the curves to set in the arms buy scaling the width and depth to get perfect thin tubes.

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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.

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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?

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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!

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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.

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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

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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?

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[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

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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.

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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.

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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.
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  • 2 weeks later...
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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.

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Edited by lord_quas
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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.

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Edited by lord_quas
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