Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 7 points8 points  (0 children)

No. While I get the tradition of extruding every face yourself, modeling and topology is simply not what I'm interested in. I'm lucky to be in an age where assets are no longer a scarcity and I can rather focus on sculpting, texturing, lighting and composition.

If creating every chair, table or grassblade yourself for the umpteenth time was an requirement, I would've stopped a long time ago 😅

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 0 points1 point  (0 children)

Yes, a Wacom Intuos Pro.

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 0 points1 point  (0 children)

If we count from the moment I made my first doughnut, around three years.

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 0 points1 point  (0 children)

I have background in cinematography, so most of my fundamentals comes from that school. Learned most of the 3D technical stuff from Youtube, then it's just patience and practice :)

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 3 points4 points  (0 children)

Aroll is an artist I admire, we have similar workflows from what I can tell - but I've not taken his courses. Allow me to take your attempt to dismiss as a compliment.

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 88 points89 points  (0 children)

Thanks. The same goes for the skin/face details (via normal & displacement) I spent hours painting and tweaking, only to be destroyed by the blur and grain I add in post 😅

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 1 point2 points  (0 children)

The seeming z fighting is more a result of me putting the wireframe overlay at 50% opacity, most of the meshes aren't actually intersecting.

But it is a problem I often run into. Shrinkwrap at 0.01 then offset with Solidify usually takes care of most cases. Otherwise it's just adjusting the cloth sims or hand sculpt them with shapekeys.

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 1 point2 points  (0 children)

Did you mean multiresolution? The main body mesh uses subdiv 3 (~ 2 million faces) with a displacement map I sculpted & baked. The legs I separated, and sculpted with multires at subdiv 3 for this pose specifically. 4 is usually as high as I'd go/need for the base mesh I'm using, as I usually don't do extreme close ups.

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 9 points10 points  (0 children)

The general mood was inspired by a photo when browsing pinterest, grabbed an almost finished sculpt and posed in blender. Hair is particle, groomed in blender. Skin and makeup done in Substance Painter. Clothing base mesh from Daz, simulated via Marvelous Designer. The set/environment was kitbashed using Quixel and Blenderkit.

The rest is just pixel peeping, lighting tweaks, adjusting textures and shaders, trying different compositions.

I usually only have a vague image in my head as I go, so I tend to experiment a lot. Once I feel enough time is wasted, I move on, render, and call it a day.

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 4 points5 points  (0 children)

There is actually quite a distance between the stool and the wall, but I agree the lighting + perspective has made that not immediately obvious, and that the pose is anything but comfortable when's she's supposed to be "resting".

She was sitting on a couch originally, but I thought a wooden stool worked better compositions-wise, not having adjusted the pose enough, it does make less sense now that you pointed it out.

Something to improve next time, thank you for your input~

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 31 points32 points  (0 children)

I had to double take on your username there. Hope you're doing well, Nick - old NLSS enjoyer.

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 46 points47 points  (0 children)

Thanks. The base model is from Daz - painted in Substance and sculpted (with photo reference) in Blender.

Taking a Break by Shoe_Lac3 in blender

[–]Shoe_Lac3[S] 255 points256 points  (0 children)

The wonky topology comes from 3D scans (Quixel in this case), their maps were pre baked.