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DreamShapers sketch book

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  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited March 2018
    Mid Session photo continued...  forward view

    Tricky to photograph, because either too far away to see much detail (although the enlarge image feature is nice, here), or a tendency to fish-eye a bit as moving in closer.  Getting close enough to see the details on the interior of the sculpt, tends to crop huge amounts of the image.  Getting the water dialed in is complicated, especially when it's limited to a single layer that's shared with other elements.  Statues have the same limitation due to the way they are spread out, have to work with minimal rez, which is challenging, but interesting.  Maybe the team will crack the 20 layer limit in the near future, would be a huge breakthrough in terms of what can be done with a sculpt.


    Also managed to do a bit of work on the sides, and back.  May work on those a bit more now.  Maybe.  Or may do something completely different, been staring at this one for several days now.  Kind of want to work on another sculpt, but a little afraid that it might be a long time until I return to this one if I let my focus shift.
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Is looking sick but you're right about it being hard to read. Maybe if the little houses were a different colour it might help break up that sea of dark brown?
  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited March 2018
    P3nT4gR4m said:
    Is looking sick but you're right about it being hard to read. Maybe if the little houses were a different colour it might help break up that sea of dark brown?
    Maybe.  Will have to think about it.  Maybe I'll change their materials a bit, so they're more obvious and see how that uses the space.  Think this sculpt needs a break for a bit.  Been on it long enough that I might need to come back with a fresh perspective.  This thing has been pretty much all I've been looking at for days now, starting to melt my brain

    Just looking at the photos, maybe I'll try painting the totems, maybe thatch the roofs or something? 

    Alternative approach would be to work from a specific angle. Load a snapshot of the sculpt and light, along with one of the chosen viewpoint into images.  Then see if I can get my brain to really flip and work the two-dimensional aspect.  See if I can get it to appear as something completely different until you zoom in.  I'm attracted to that idea for some reason.   Potentially.  I'd have to free up a layer or two to (attempt to) execute that, which I'm not sure I can make that happen. An alternate way might be to chop through it and create some serious daylight, or a lot of waterfalls, but I'm not sure that will take me where I want to go with it.  Some other thoughts I'm playing around with, but am going to have to meditate on it.

    More likely, I'll just keep detailing, maybe use some bright moss to help delineate things.   Anyhow, tricky problem, and I really like the way it looks in VR, where the 2-D aspect isn't nearly as strong and the image isn't heavily compressed.
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Haha! Yeah, I know that feeling. Rocky Horror is beginning to get that way.
  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited March 2018
    (edited above post while you were posting).  Ya, had it happen a few times, get sculpt fatigue :o .

    This one has a lot of moving parts, which helps in that regard.  I have to make sure that I come back to it, I leave this and I might get latched onto some other idea and forget about it for a month or two.  Seems to be a recurring risk if I jump out of a project too early.  All these posts, I kinda feel committed to it now, though.  Maybe I'll open it in painter and play around with adding in more background over-paint, get an idea what might work
  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited March 2018
    Not a great video, but kinda rushed at the moment.  Turntable (31 seconds)
     

  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Holy shit, man, the stills do not do that thing justice
  • DreamShaperDreamShaper Posts: 725
    3Jane
    P3nT4gR4m said:
    Holy shit, man, the stills do not do that thing justice
    Thanks man.  Video does a better job, except for going in close.  Haven't really figured out a smooth way to run the camera through it.   Too big to snapshot easily, or maybe I need to work on my camera skills more.  Ah well, such is life. 
  • DreamShaperDreamShaper Posts: 725
    3Jane
    Working out how to do rocks and water.  The sculpt itself is still very much in progress.  Here's some crops of the areas I found to be most interesting in regards to water-like effects. 


  • DreamShaperDreamShaper Posts: 725
    3Jane
    Another area, although was built as a waterfall, I think it might work better for snowpack areas, coastline, or even rock, with a bit of paint

  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited March 2018
    The full sculpt, as it is currently.  Very much in progress.   Will likely work a bit more on the overly plasticize areas and the boat a bit more, but probably won't run too far with this one, since I'm still trying to figure out better ways to do the natural elements. 



  • DreamShaperDreamShaper Posts: 725
    3Jane
    Added a bit of paint to the other side of the mountains.  Went berzerk with the camera, so have tons of images to look through.  Video gives an overview, moved the lighting so it was more favorable to that side of the sculpt, shows some of the faces better.


  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited March 2018
    Morning Coffee.  Ten minute project. Essential

  • DreamShaperDreamShaper Posts: 725
    3Jane
    Second try with MerperVR animating an oculus object.  Still some learning to go here, particularly with keeping the object in frame and getting it away from the control panels.   Program itself is in VR only and doesn't export or anything yet.  Still potentially useful, and easy enough to use, if not master.  An afternoon with it and I should have a better idea what it can and can't do, whether it can handle large sculpts, complex materials, etc.




  • DreamShaperDreamShaper Posts: 725
    3Jane
    My entry into the Rodin contest.  He did quite a bit of metal sculpture so went with that.  Went a bit off course with the wood elements, although I liked them too much to change them.

    Chronos

    Past
    Charging up a steep incline, on perhaps an infinite climb.  The hourglass has yet begun, the void awaits

    Present
    In the moment of time, the course is steady, as Chronos surfs the equilibrium.  The sands of infinity have turned to matter and concrete manifestation.

    Future
    His back turned, Chronos has moved past the moment.   He contemplates the full hourglass, as he labors forward for the last few steps towards the mountain top.  


  • DreamShaperDreamShaper Posts: 725
    3Jane
    Thanks to @P3nT4gR4m I was able to get screen capture working.  Had to export the video for cleanup, since I forgot to keep the taskbar off-screen, so also learned how to crop and speed up a video.  Spent more time working out the details of the video processing than the actual sculpt, but works for proof of concept. Need to remember to up the resolution a bit more when I do this! Next one should go a lot faster, at least on the video editing end of things.  . Knowing which buttons are where seems to help :)




  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    I already knew adobe premier inside out when I started doing timelapses of medium sculpts. 99% of the time I spend on my videos is adobe rendering the mp4 and then uploading to youtube. The actual - me doing something - part is 1-2 mins tops.
  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited March 2018
    Took a side trip into tilt brush.  Still working on that one, but while I was there decided to test the various brush import/export.   I didn't test things like snow+fire etc.   The first export (tilt->medium) test was a rather large piece (not shown), and was reasonably scalable.  Noticed a mix of solid areas and fragmented areas, so decided to figure out which was which.

    This is a survey of the various brushes and how they translate to medium.
    Wrote the name of the brush and did a few lines of each.   Numbers represent resolution of the mesh to clay layer after import.  Composited in paint, so a very slight loss of detail, but not particularly significant.  

    Light wire and paper didn't handle curved lines too well.  The other brushes (marked with green tags) appeared to have some volume going on.   Toon sent out a ray, so not fantastic.   I only used one color on this test.  Chromatic wave was a bit surprising, so maybe I should have tested the luminous brushes as well.


    Anyhow, posting for reference.


    EDIT:  Paper is incorrect, that visible line is from one of the nearby brushes. 


  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited September 2018
    Alright, been too quiet lately....been exploring the new tools.   Warmup sculpt.  Dabbling with the improved move tool, so many things to look at, seeing some interesting uses for color

  • DreamShaperDreamShaper Posts: 725
    3Jane
    Ah, colored stamps, tasty!



  • DreamShaperDreamShaper Posts: 725
    3Jane
    Some interesting times

  • DreamShaperDreamShaper Posts: 725
    3Jane


  • DreamShaperDreamShaper Posts: 725
    3Jane
    Exploring color



  • DreamShaperDreamShaper Posts: 725
    3Jane
    ...

  • DreamShaperDreamShaper Posts: 725
    3Jane


  • DreamShaperDreamShaper Posts: 725
    3Jane
    ..

  • DreamShaperDreamShaper Posts: 725
    3Jane
    ...

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    3Jane
    ....

  • DreamShaperDreamShaper Posts: 725
    3Jane
    ..
    Feeling some tribal revelations

  • DreamShaperDreamShaper Posts: 725
    3Jane
    ..
    Finished moving my old files, thought I'd test some jewelry metal on this one



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