Attack Ship

Posted in 3D, Maya, Photoshop, Pictures, science fiction, Substance Painter, zbrush with tags , , , , , , , , on May 18, 2016 by Jim St Ruth

ship1-1

It’s been a long while since I posted to my blog… Busy world, lots of distractions and a lot of home improvement.

I bought Substance Painter a few months ago, and have been blown away by the ease of texturing a model. With so many filters, so much control and a great ability to customise, paint and make a model worn/ dirty, it’s an exceptional piece of software.

The model was sculpted in ZBrush, then retopologised and UV mapped in Maya.

ZOriginal

Original ZBrush Sculpt

To allow for high resolution textures, there are nine different texture sets/ UV groups, each with their own materials assigned, set up as different objects. The component objects are then unified into a single object that now has multiple texture sets, and it’s exported as an .obj file; importing this into Substance Painter then allows for the different texture sets to be worked on. I’ve included a UV snapshot of three of these texture sets below for reference and, whilst one of them doesn’t fill up the space as efficiently as it might do, it did the job.

The modelling took far more time than the texturing. Completing the ZBrush sculpt was pretty rapid, and I was happy with the overall design. This was created via Dynamesh and then reduced from 5m polygons to 36k using Decimation Master. The model was then made live in Maya, curves drawn across the surface which were then smoothed to make the flow of the individual piece of the model in the next step more regular.

The retopology was then completed at a low resolution; only around 25k polygons for the whole ship. The borders of the model’s pieces were checked with smooth preview, before the next step in Maya.

Substance Painter doesn’t have an option for smooth preview, so to prevent any blockiness the objects need to be at a higher resolution. So the pieces were subdivided, and unwanted edges were deleted. The final object is around 100k polygons which, when imported into Substance Painter, made my machine run like a dog.

However, because I’d UV mapped in groups and created several texture sets, the various pieces can be viewed and worked on in isolation in Substance Painter, speeding things up considerably. It’s also worth pointing out that by cycling through the material options with the ‘m’ shortcut key, you can effectively turn lighting and shadows off, allowing the whole object to be visible with very little slow down.

I was going to take everything back into Maya to render… but the in-built renderer in Substance Painter does a very nice job using HDRI maps for lighting. Since this is just a static image, just some beauty shots of the model and no scenery or posing, I’m just going to leave it as it is.

Trainers!

Posted in 3D with tags , , , , on October 4, 2014 by Jim St Ruth

Sculpted, retopologised and then textured in ZBrush.

trainersComp1

507

Posted in Uncategorized on September 21, 2014 by Jim St Ruth

Paul Dundon's Weblog

Overwhelmed by meaning
I sit located
In a plethora of networks
Symbols surround me
Gateways and connections
To every lived experience
I feel I could reach out and touch
Humanity itself
I feel inspired
A thousand ties
Connect me to eternity
Destiny and history
Well up within me
But I find I am the puppet,
Not the master
The very cords that raise my eyes
Bind my hands.

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Head Bust

Posted in 3D, Design, Pictures, science fiction, zbrush with tags , , , , , on June 28, 2014 by Jim St Ruth

HeadBustJimStRuth2014

Concept Sketch

Posted in Uncategorized on June 14, 2014 by Jim St Ruth

image

Created in Sketchbook Pro on my Samsung tablet… I really love this ap. It’s easy to use, very flexible for an android sketch app and a lot of fun to use. Creating smooth lines is hard; it would be nice to have some proper curve functionality to tidy up my line work, as in the Windows application.
… But I’m happy with it and my work, and to be able to have this on a £150 tablet, and my phone too, is really nice :b

Exploration Buggy: Test Comp

Posted in 3D, Design, Maya, Photoshop, Pictures, science fiction, scifi, sculpting, zbrush with tags , , , , , on October 9, 2013 by Jim St Ruth

Much to do still: model the rear and inside, and add texturing… but couldn’t resist posting!

testCompJimStRuth2013

Armored Scout Buggy: Teaser

Posted in 3D, Design, Maya, Pictures, science fiction, scifi, sculpting, zbrush with tags , , , , , , , on September 27, 2013 by Jim St Ruth

NewCar1a-JimStRuth2013A quick update of the model. The exterior has been completely retopologised (thanks to the use of Maya’s Quad Draw function and lots of curves to help smooth out the edges and various interior pieces of the body panels). The front wheels now have brake pads and suspension modeled too. The textures are purely placeholders… lots of exciting stuff still to come: interior modelling, full texturing, the weaponry and maybe some exterior armor plating.

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