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P3nT's sketchbook

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  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    edited March 2017
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
  • chuckleonechuckleone Posts: 166
    Art3mis
    edited March 2017
    nice work! I love the skin texturing fx and eyes!
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    @chuckleone Thanks! Eyes are something I used to love doing in 2d so I know a bunch of tricks that carry to Medium quite well. As for the skin, just scribbling with a tiny inflate tip breaks up the surface nicely. Flip back and forth between Inflate and deflate, dab of smooth. Wash, rinse, repeat. 
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    Went in for another hour or so with some gnarly old women detail references. Busted symmetry and tried to get some expression in there. 





  • FrozenPeaFrozenPea Posts: 2,535 Valuable Player
    Seriously man ive noticed a massive improvement in your sculpts straight after the Gio stream!! This is my favourite of yours so far, keep it up!! 

    I learnt a lot from his stream too :)
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    Thanks @FrozenPea A lot of jigsaw pieces fell into place for me watching that livestream. Enough that I feel like I'm now ready to start exploring fine detail, creases and wrinkles and whatnot. Seems to make a massive difference when you start breaking up those smooth primary and secondary forms.

    Another thing that struck me was how Gio set the specular half way up on his material. I've been turning it all the way down for sculpting cos it was confusing me, then tweaking it up at the end when painting and getting sketchy as hell results most of the time. This way actually makes it much clearer now that I've sussed out how it works. Like designing the surface, around how the light bounces off it instead of independently then trying to make it all fit at the end.
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    And a cycles render. 

  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    Had an idea for a custom stamp to do plate mail for a dwarf's armour. First I needed a suitable dwarf...

  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    Copyright mafia blocked the soundtrack for this one so you'll just have to imagine some music


  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    Work continues on fearsome midget. Pretty stoked wi the way the eyes came out on this one







  • cybernettrcybernettr Posts: 939
    3Jane
    Your stuff gives me nightmares. The atmospheric lighting really makes it. Anyone know of a good beginning lighting video for novices?
  • chuckleonechuckleone Posts: 166
    Art3mis
    The dwarf looks amazing! I missed that stream they had on Thursday. I like the results you're getting from cycles. Any chance can you briefly share your work flow for bringing Medium sculpts into Blender for Cycles rendering?
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    edited March 2017
    @chuckleone I have a pretty straightforward pipeline from medium to blender.

    1) export from Medium. Preserve layers by hiding them all and then making them visible one at a time and export each

    2) for each layer exported rename the [your sculpt].obj file to something more appropriate (sculpt.head, sculpt.beard, etc...) You need to rename between exports otherwise medium will overwrite [your sculpt].obj with the last layer you export

    3) drag all the .obj's into meshlab, select each one individually and apply filters->cleaning and repairing->merge close vertices then File->export mesh as Choose Collada .dae

    4) import into blender and turn on cycles render. For each object add a new material then from the nodes menu Add->Input->Vertex Colors->shape0-lib-vcolor and hook that up to the input on your BSDF

    That'll give you base materials with the vertex colour hooked up. After that you're on your own, I'm pretty clueless with blender :)
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    edited March 2017
    @cybernettr - I did a tutorial on 3-point lighting here it's a workaround for Medium but 3-point lighting is a basic lighting technique that applies to any rendering engine. Google it for an explanation ;)

  • chuckleonechuckleone Posts: 166
    Art3mis
    P3nT4gR4m said:
    @chuckleone I have a pretty straightforward pipeline from medium to blender.

    1) export from blender. Preserve layers by hiding them all and then making them visible one at a time and export each

    2) for each layer exported rename the [your sculpt].obj file to something more appropriate (sculpt.head, sculpt.beard, etc...) You need to rename between exports otherwise medium will overwrite [your sculpt].obj with the last layer you export

    3) drag all the .obj's into meshlab, select each one individually and apply filters->cleaning and repairing->merge close vertices then File->export mesh as Choose Collada .dae

    4) import into blender and turn on cycles render. For each object add a new material then from the nodes menu Add->Input->Vertex Colors->shape0-lib-vcolor and hook that up to the input on your BSDF

    That'll give you base materials with the vertex colour hooked up. After that you're on your own, I'm pretty clueless with blender :)
    Thank you! Ill give it a try and post my results. Cheers :)
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    @chuckleone I made a mistake with those instructions. Step 1 should be export from Medium, not export from blender. Blame too many late nights and not enough coffee  :)

  • MonstaahMonstaah Posts: 143
    Art3mis
    Awesome stuff dude!! really enjoy watching your vids by the way, hope they keep comin', and thanks for the blender instructions above..
    PC Specs:

    Black Box, with wires & some kind of electronicy stuff inside..
    oooh it even has lights!! =)
  • chuckleonechuckleone Posts: 166
    Art3mis
    P3nT4gR4m said:
    @chuckleone I made a mistake with those instructions. Step 1 should be export from Medium, not export from blender. Blame too many late nights and not enough coffee  :)

    Thanks for clarifying. I figured as much...no biggie. I'm going to give this a try tonight. I've only worked with .obj files with blender so I unfamiliar with Callada. Will that file format keep my colors intact from Medium when brought over to blender? Some of the .obj files I've brought in lost all of the paint work i did in medium and that was a lot of work that I'd rather not have to do over since it's considerably easier in VR.
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    @chuckleone - aye collada format includes vertex colour, that's what step 4 does - hooks the vertex data into your shader setup.

    The reason it doesn't work with .obj's, afaik, is cos vertex colour isn't part of the standard .obj file format. Apparently Medium gets round this by using a non-standard file format. Blender will have none of it.
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    Monstaah said:
    Awesome stuff dude!! really enjoy watching your vids by the way, hope they keep comin', and thanks for the blender instructions above..
    Thanks man. Plenty more to come, can't see me getting bored with this anytime soon.
  • chuckleonechuckleone Posts: 166
    Art3mis
    P3nT4gR4m said:
    @chuckleone - aye collada format includes vertex colour, that's what step 4 does - hooks the vertex data into your shader setup.

    The reason it doesn't work with .obj's, afaik, is cos vertex colour isn't part of the standard .obj file format. Apparently Medium gets round this by using a non-standard file format. Blender will have none of it.
    Thank you for the help. I followed your steps using a previously exported sculpt (all layers in 1 .obj file) and the color data carried over. I then exported each layer individually, renaming them but when I brought them into Meshlab, the objects were all out of alignment. I'm not really sure what happened. Trying to align them in blender was pretty impossible so I'm going to have to try and fix the alignment in Meshlab. 
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    P3nT4gR4m said:
    @chuckleone - aye collada format includes vertex colour, that's what step 4 does - hooks the vertex data into your shader setup.

    The reason it doesn't work with .obj's, afaik, is cos vertex colour isn't part of the standard .obj file format. Apparently Medium gets round this by using a non-standard file format. Blender will have none of it.
    Thank you for the help. I followed your steps using a previously exported sculpt (all layers in 1 .obj file) and the color data carried over. I then exported each layer individually, renaming them but when I brought them into Meshlab, the objects were all out of alignment. I'm not really sure what happened. Trying to align them in blender was pretty impossible so I'm going to have to try and fix the alignment in Meshlab. 
    I've run into this when I started exporting multiple layers. I think it exports to world axis and if you rotate the sculpt then the next layer you export will be out of alignment. When you're exporting touch nothing except the layers panel and you should be sweet.
  • chuckleonechuckleone Posts: 166
    Art3mis
    I'll try re-exporting and see how it goes. Thanks!
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    God of war. I did him with a stylised hoplite helmet but I think he looks better with the crest just bolted onto his skull. Gonna chuck another hour or two at this I think.


    Mars.jpg 315.6K
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