So I decided the scan I made before wasn't high detail enough, so recalculated using High quality point cloud (which took like 9 hours), high quality mesh, and then generated texture at 8k.
One of the problems with Agisoft is that when the texture is generated, the UVs are so bad and waste so much texture space, that saving out at 8k gives you more of a 4k quality texture. So in the future will have to export, UV, and then re-import. Bit of a ball ache.
After that it's make a low poly mesh and bake the normal and albedo using Xnormal.
There's still a fair bit I need to do with this one, generate roughness and metalness as well as clean up and make tiling. I hope to do this in substances B2M.
But for now here's a marmoset shot of the low poly with albedo and normal.
Tuesday, 29 August 2017
Monday, 21 August 2017
Photogrammetry - Drain
More scan processing, going to process these throughout the week and then start the optimising, baking and texturing on the weekend when I've got a bit more time
Sunday, 20 August 2017
Photogrammetry - Wall
Was a nice overcast day today, so a perfect opportunity to get some more scan data. The only problem I've come across is looking like a complete weirdo taking dozens of photos of a single wall or area on ground :/
Tuesday, 15 August 2017
Photogrammetry
Have been mucking about with agisoft and photogrammetry! Pretty awesome what you can knock up with a few photos!
Definitely going to incorporate more of this into my personal work!
Lighting seems to be the biggest hurdle here, waiting for an overcast day with neutral lighting is essential!
Going to bake this down and then grab a few other textures and features to see if I can make a mini street scene!
Monday, 7 August 2017
Friday, 14 July 2017
Knife - Texturing
Made a start on the texturing side of things. Getting base materials on there in Substance painter and adding some wear. Very WiP still...
Sunday, 9 July 2017
Knife - Baking
All baked down now! Took a fair bit of tweaking but it's there.
Ended up separating the grip detail and baking that down on it's own, then overlaying it in substance. That way it gives me a bit more control with masking the edges out as opposed to the Normal edge blending smart material.
Took a bit longer than intended, but getting the bake perfect at this stage prevents other problems popping up during texturing.
Ended up separating the grip detail and baking that down on it's own, then overlaying it in substance. That way it gives me a bit more control with masking the edges out as opposed to the Normal edge blending smart material.
Took a bit longer than intended, but getting the bake perfect at this stage prevents other problems popping up during texturing.
Tuesday, 6 June 2017
Karambit - High Poly
High poly's all done now. Took a fair bit of tinkering to get the cut ins smoothing well for it but am happy with it now!
Handle ribbing and patterns done with floating high poly geo. Should be able to get some good dirt build up in those crevices!
Time to UV and bake down now!
Handle ribbing and patterns done with floating high poly geo. Should be able to get some good dirt build up in those crevices!
Time to UV and bake down now!
Sunday, 21 May 2017
Karambit
So here's another little project I've got going, a Karambit, a South-East Asian blade that resembles a claw. It's usually held in reverse grip and is a damn cool looking weapon!
Have been working on the low poly for this, still needs some more work but is coming along quite well.
You might remember it from the brutal final fight scene of The Raid 2... and if you don't go watch it! It has some of the best fight scenes I've ever seen in a film!
Have been working on the low poly for this, still needs some more work but is coming along quite well.
You might remember it from the brutal final fight scene of The Raid 2... and if you don't go watch it! It has some of the best fight scenes I've ever seen in a film!
Sunday, 14 May 2017
Boom tings
A weekend project to get me into substance painter. An m26 grenade. Modelled high, baked to low and textured using Substance painter 2. Really like it as a program, easy to use and tonnes of really cool features. Will be bashing out a few more of these short projects in the future
Life Drawing - May 2017
Top - 10mins
Middle - 20mins
Bottom - 1 hr 30 long pose
Am liking these a bit more than my last ones. Using big shapes to help block in the main form, also exaggerating certain angles and shapes a tad helps.
Hello!
G'day!!! Thought it was about time I started posting a bit more of my art, especially since I've taken up life drawing again the past few months.
So this blog will be all things art and things I've been up to in my spare time!
So, less talk, more pics...
So this blog will be all things art and things I've been up to in my spare time!
So, less talk, more pics...
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Wall Texture Experimentation
Playing about with this wall scan today. Experimenting with various ways of de-lighting it. Balancing things with existing window/wall ...
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Mucking about with the 2 Layer Marmoset shader made by Chris Perrella https://gumroad.com/l/bzitA Really cool height blending and tonnes...
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Baked out now in Substance. Petty pleased with this, needs a couple of slight touch ups but overall came out well.
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So I decided the scan I made before wasn't high detail enough, so recalculated using High quality point cloud (which took like 9 hours),...
















