What are you working on? - Page 18 — Oculus
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What are you working on?

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  • P3nT4gR4mP3nT4gR4m Posts: 1,700 Valuable Player

  • DreamShaperDreamShaper Posts: 724
    3Jane
    Cool design!
    My calendar is pretty much locked up for the entire month.  It's only been a week so far, and it seems like forever.  I'm pretty sure this is how they torture people in the future, get them hooked on VR and then leave them going through withdrawals.  Ah well, such is life. 
  • P3nT4gR4mP3nT4gR4m Posts: 1,700 Valuable Player


  • P3nT4gR4mP3nT4gR4m Posts: 1,700 Valuable Player

  • DreamShaperDreamShaper Posts: 724
    3Jane
    I freaking love that car!  The zombies are pretty cool too.  

    Way ahead of schedule, so should be back in the game pretty quickly here.  Thinking about taking a dive into blender for a bit and learning the basics there.  Plan to play around in medium a bit, as well, not sure if I'll experiment or build something, but really feeling the urge to be in the headspace again
  • P3nT4gR4mP3nT4gR4m Posts: 1,700 Valuable Player
    Woop woop zombies are all done!




  • DreamShaperDreamShaper Posts: 724
    3Jane
    Those are amazing.  The one where they are pushing a car, looks like it's a picture of a painted physical model on a terrain set (aside from the skyline, which kind of gives it away).  The detail level in the last pic is amazing, especially the musculature.  Cool concept, well executed! Nice level up!
  • DreamShaperDreamShaper Posts: 724
    3Jane
    A couple pieces from an experiment using mesh to clay from tilt brush, the stomp tool and some lights.  Actually did about 20 variants testing different things.  This set has an interesting urban industrial feel to it. 


  • P3nT4gR4mP3nT4gR4m Posts: 1,700 Valuable Player
    Dude, so intricate my head can't even!  :o
  • DreamShaperDreamShaper Posts: 724
    3Jane
    edited May 23
    P3nT4gR4m said:
    Dude, so intricate my head can't even!  :o
    Ya, I think it's safe to say that they made the engine more efficient.  Some of those lines are about the diameter of a human hair, when zoomed in.  Not sure if I can clone them, pretty sure the smaller ones disintegrate when hit with the move tool.

    Also pretty safe to say that I'm going to be hacking that up for stamps, if the detail carries over.  Probably quite a lot of cool parts I can make out of that.   If not I'm going to start negotiating for custom export folders, so I can organize a bit of kit bash, if we don't already have them, which we probably already do (mines almost empty so haven't paid attention to it).  Wouldn't want the team to run out of ideas or anything :)


  • P3nT4gR4mP3nT4gR4m Posts: 1,700 Valuable Player
    Driver. Self portrait, taking a selfie




    Still another fortnight to go on this. Probably nearer a month. Had better be worth it. Just saying.
  • P3nT4gR4mP3nT4gR4m Posts: 1,700 Valuable Player

  • hughJhughJ Posts: 25
    Brain Burst
    edited June 11
    Pic#3 (cloth draped over full body) wasn't sculpted in Medium, but an imported OBJ that was converted to a sculpt and then painted in Medium (there's no actual body underneath the cloth sculpt).  I included it cause it looked surprisingly good for faking very sheer/thin material, and pic#2 with the cloth over the face was an attempt to get a similar draped cloth look by sculpting from scratch.  Pic#1 is a sculpted bust, with only half painted. 

    I'm new to coloring/painting in art in general so I've been spending a lot of my Medium time lately on trying to get natural looking materials (especially flesh tones, translucent effects, etc.)



    (OBJ mesh import, but painted in Medium):


    this if from back in 2017, can see how wrong the skin looks due to the single color skin, and overly specular, overly smooth material:


    For skin these days (pic#1) I'm using lowish specular, high-ish roughness, and I knock the opacity down to 90% or so in order to reduce the sharp contrast of the shadows -- this gives a subtle appearance of translucency/subsurface.  Plus the use of yellow and red to accent areas of the skin (depending on light, shadow, fleshyness, bone, etc).
  • P3nT4gR4mP3nT4gR4m Posts: 1,700 Valuable Player
    @hughJ Nicely done! The new ibl lighting can give a pretty good SSS(ish) effect if you set the colour to dark reddish.
  • DreamShaperDreamShaper Posts: 724
    3Jane
    hughJ said:
    Pic#3 (cloth draped over full body) wasn't sculpted in Medium, but an imported OBJ that was converted to a sculpt and then painted in Medium (there's no actual body underneath the cloth sculpt).  I included it cause it looked surprisingly good for faking very sheer/thin material,
    (OBJ mesh import, but painted in Medium):


    this if from back in 2017, can see how wrong the skin looks due to the single color skin, and overly specular, overly smooth material:

    Holy hell!  That looks fantastic! 
  • hughJhughJ Posts: 25
    Brain Burst
    The hair was actually a quick afterthought here (maybe 15-20 minutes) -- I just sprayed a line of spikes, stretched them with the Move tool, tinted some highlights, duplicated a couple dozen of them and scaled+arranged them.  Was surprised that I didn't max out my system memory (pretty sure I had trouble doing this same series of operations a year ago).  



    What are the current examples of most realistic looking hair created in Medium?  Is there someone out there with a 64GB or 128GB workstation that's able brute force some decent looking hair and eyebrows with tons of very high res layers?
  • P3nT4gR4mP3nT4gR4m Posts: 1,700 Valuable Player
    @hughJ Hair just aint Medium's strong suit, mate. What you've done is probably as good as you can get out of it. Is why I use blender.

    Speaking of which, I'm pretty close to done with the paintjob. Groom still needs a bit of work but I think it's headed in the right direction.


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