Stylized Weapon in Blender - Timelapse
Вставка
- Опубліковано 11 січ 2023
- Modeling based on concept of FirstKeeper:
www.deviantart.com/firstkeepe...
Low poly version I did as an exercise for this project (2 ngons you can find are already fixed, the same for some edge flow, on the handle):
cdn.discordapp.com/attachment...
It is not a tutorial but timelapse of workflow.
About 80% finished. Requires mesh optimalisation, sculpt remesh (or bake on flat surface), proper UV and overpaint/fixes for texture. It took me about 4 hrs, timelapse is 16x.
No music - so play whatever you like.
Nice Work!
Great looking model! You plan to make it game ready, with clean UVs and bake? Adding some Spec/Gloss maps would make it pop!
Thx! Yes, I will make this model with accurate topology, UV and all maps. I did low poly version also (500 Tris) with proper mesh and uv and it was good exercise although painting is still a bit tricky for me. Edit: I just added link to low poly picture in the description.
@@raV_3d Nice looking Lowpoly, I look forward to seeing more of your modeling exercises! I'm a fan of timelapse builds like this. What do you plan on creating next?
@@blakeXYZ Thx! I already made timelapse of another weapon - Zombie Blade. Model is almost finished (similar process like in this timelapse). Some parts are still rough and require more fixes before I can upload it.
@@raV_3d sounds good!
At 12:56 did you use inflate for the design ?
You`re correct. Mesh filter - inflate.
Can u explain whats happening in the beginning? Youre extruding verts with measurement tool selected to keep them aligned? How exactly does that work?
I started extruding verts, but Measure Tool is still selected because I used it moment before for reference photo. I started recording a bit after, so it may be confusing. Sorry for that, nothing special there I am afraid.
@@raV_3d Oh. Thanks for the explanation haha
hey how did you make the handle look like that so easily?
Hey, If you asked about the wrapper, I used Cablerator add-on.
@@raV_3d Yes! Thank you,
12:48
How did you start vertical out of nothing on the start?
In ortho view, I added the reference picture - drag and drop it from desktop and moved to position. Then added a mesh plane and rotated it to match the view. Next step is about selecting verts, moving them around and extruding while building new faces to match the concept.
@@raV_3d what's the secret to keep it quad ?
@@mamounir5740 No secret imo. Counting sides all the time. A bit like a puzzle to solve in real time. So if quad is needed, add a vert to tris and connect it to something. Not all triangles are bad.
how did you texturise so fast
Unwrap - Project from View
what does that do?
Unwraps the model in a specific way, that allows to texture very fast and dirty.
slide image pls?
I`m afraid, I don`t understand the question. How can I help you?
@@raV_3d the reference image bro
Reference image was here all the time. Look at my description below the video (there is a link). Just crop it in any 2D app for your convenience @mystix4926
this isn't game ready model isn't it?
For nice game ready model more work is needed. Optimized mesh (low poly), proper UV map and some overpaint of projected texture. If needed sculpting high poly (with normal map baked) roughness and metallic map also.