C4 Explosive | Day-04

Worked more on the C4 and added a few additional elements, an antenna for a signal, extra components and connectors for the wires. Speaking of wires let's talk about how annoying these Boyz were today. After thinking my model was ready to hit material stages I ran into crazy town.
The wires were now all broken and in pieces. I tried most of the tricks, weld points, optimize points, merge tris and even closing holes hoping that would fix it.


Sometimes Zbrush likes to play Polyking, and likes to mess around with your project, as always. Turns out, by default export by groups is always on. On that note, before you export you should turn off the group option. Then export, then it won't be in pieces as seen in the link provided. That option can be found all the way down below on the export and import menu. Here's a little break-down of the issue taking place.


These issues only seem to happen when importing and export files in and out of programs, especially Zbrush. But only if you had that option turned on. But the wires are fixed now, and ready to start adjusting the position. So glad we have plugins in this world. Otherwise, I'd be doing all that piece by piece. Closed holes, Dyna mesh and Zremesher was used but was both scripted in two separate plugins, all I did was wait for it to do its thing.

Example of a project exporting out of Zbrush into pieces.

Avoid this mess:                                                                                                  Solution:


The Export Groups button, enabled only when OBJ format is selected,
determines whether areas in the mesh will be exported as separate items with group assignments (if pressed),
 or the mesh will be exported as a single group (if un-pressed).


Currently, the model now looks like this.
And looks like this with Color to it. 
I often test an asset in substance to see how the materials behave with the lighting and see how Auto UV in painter works, and to see how the lighting looks overall, then go back into Maya and add materials or additional UV's if needed. All is left now is to adjust the geo and smooth in some areas and to spot if anything was missing, and UV the parts, if seams are being crazy.
But, it's been a wild 4 Days, and Day 05 should be interesting now the wires are no longer a hassle.
Links to the plugins used that helped resolved my issue for Day 04 areas down below. Until tomorrow.


Links to the plugins and documentation that solved my issue:
· https://www.zbrushcentral.com/t/solved-zremesher-for-thousands-of-objects-z4r8/341044 
· https://pixologic.com/zbrush/downloadcenter/zplugins/ 
· http://docs.pixologic.com/reference-guide/tool/polymesh/export/

C4 Explosive | Day 01-03

So, for the past 3 days, I've been working on this C4 Explosive, inspired from a Dust II Session on Counter-Strike. It all started with a simple block out, then taken into Zbrush for the details.

Placement of the circuits, resistors, capacitors along with the battery and the rest were to give realism. I didn't want to just limit myself with just bump and normal maps, I wanted details.

It's coming close to texturing so thought to update this blog. There's a lot more now since my last post, several things have been done. As for reference for this project, it's a little tricky to go off the real world for this. So, I'm using standard circuit boards and in-game referencing from CS games, as well as scenes from movies and anything else I can find online.

Hope everyone is doing well regarding the world situation. Clearly we're all still strong. Until the next post.

Day 01
Day 02
Day 03

Let's Get Retro

So lately, been watching quite a lot of retro tv shows and I think it would be silly to not make something that's close to my childhood. The Arcade Cabinet means so much to me. It represents the time that me and my uncle spent together in the old Cebu neighbourhood. 

If you had 1 peso, that meant you'd get 10 minutes, and knowing that I came from Australia where the dollar was higher then, and I was generally there for a good 2-3 hours a day if not longer. I enjoyed making this and can't wait to discuss more ideas regarding this project.

Kids of today will never truly understanding the effort that we took to play videogames. 

The artwork is a test to what the actual game might look like or if Stranger Things was a game Cabinet, my intention with these cabinets is to create an 80's / 90's arcade, with lots of elements from my childhood. I would probably like to give it origins and this would be a gift folio piece for my uncle and set this as a thank you, bringing me in a world of 3D, hence even writing here on Artstation I couldn't thank him enough.

Now let's get a little technical. All sorts of machines will be in this scene to come, even the sticky carpet you find at cinemas. For the textures, I used a wood finish and have the roughness only at 5%, used normal brush maps for the side vent and door panel inserts, the vent was interesting. Because some machines what I knew anyway would paint the whole side panel and just leave the vent gaps. So I gotta away with that. Dirt, mould, and dust materials were used and masked out areas of interest. I'd say about 5-10% Emissive was used for the buttons (let's remember there was only one diode for each one), a little more emissive for the coin slot because it's dark in that spot. A brighter emissive for the head title above with a cylinder as the fluorescent tube, you can sorta see it. And knowing back then most of the parts are pretty basic, 90% of the materials are basic grainy plastic with custom parameters set. Did I mention it has stereo sound? Two at the top, two in the front and bass on the side. I've also added rear exhaust fans for heat and the power switch and the cord for the wall along with the outlet. Rear access with the security lock and stickers with grim, and some dust and worn effect. But more renders will show that in the next post.

Titles will be based on AAA and fictional games just like this example. I recently watched Stranger Things and that's why it looks the way it does. Getting that energy and throwing it here makes the topic on talk much more powerful, I'll continue with that mindset in the future with other projects. So I've finished the default cabinet material, now what? Well, I’ll tell you. The cabinet is now completely modular when it comes to art. If ever I need a new machine I just swap out the layers with a few clicks. Which means I can have any game I want and pretty much make an Arcade outta these, which is exactly what I'll be doing. Next few posts will be different variations of the game types and a bit of a breakdown on how I swapped them out. This took me about a total of 3.7 Days.

The Bank Vault

So I been away for a bit and if I can remember I think it's been over a month now since I've updated this. Here I'd like to talk about some upcoming projects I've got on my list as well as to talk about the recent one that's done and dusted.

I'll be honest here and if I have to clear it myself to feel better about everything that's happened lately. The Bank Vault was an extra project that almost got in the way of where I was going with a previous project which was the bathroom. After having something that wasn't the greatest I had decided to go and make something different, something to get out of my comfort zone and that was The Bank Vault. After speaking to my mentor I started to make a bathroom showing off something simple and just focus on the design/feel.

Even at the time, I was happy with it and less was more, looking at it now says different. 
It wasn't less enough.  
As you can see here it is very simple and very less it only really involved two plans for the
walls/floors with high res textures in 2K. Even the wireframe shows how simple it is.

After I was done with the Bathroom, I was pump and a little down that I still had the major project to finish off, and I didn't want to be cookie-cutter either. So I kept modelling The Bank Vault, there was a lot of parts and assets to go by, it would be stupid to stop halfway or bake it and post and call it done. Who does that? I did that, but not as much because my attention to detail with modelling is so much different.

Now that The Bank Vault is complete, Next step was to make some sort of actual Reel to get an idea to do with my youtube channel. I had to get the video done and with all my experience in the video editing and composting, it was pretty easy, all I had to do was have my old photo/video teacher in my head and have him yelling at me. Cut here cut there, get coffee and cut some more. Take no breaks and presto!

Smashed this out in like 4 days. I think this The Bank Vault story is even more powerful than explaining the process and the materials I used for it. It shows I was able to move quickly and get my butt rolling, even more so, I'd often dream about it in my sleep. But let's talk about the details too.

I was highly inspired by the movie Ocean's Eleven and the interior of the vault. I went with biometrics for high-level security alongside with keypads pads and tradition locks, the research went into this was movies, found images online, materials from the industrial area, visiting banks around town and Half-Life like and Gary's Mod to get a clear understanding with props from labs. For the materials, I've chosen steal to give it a strong and cold feel to it, this helped to add volume to the scene.  Lighting I used emissive for most LED lights and for the computer as for the biometric hand scanner, added lights for gold cabinet and overhead lab lights to light up the whole scene. Extra attention to detail such as posters and a man-made blueprint made completely from the Maya Wireframe was key here. For textures, I used Source and masking to brush out certain areas that I wanted then added by painting it in to give it a personal touch.  


The Bank Vault Post: https://www.artstation.com/artwork/gJBNKx 
The Bank Vault Video: https://www.youtube.com/watch?v=7vu0MilvNFU

Bathroom: https://www.artstation.com/artwork/ybRoQn 
Bathroom Blog: https://www.artstation.com/calvincropley/blog/jRa2/no-internet-made-me-a-little-better 

Hope you guys dig all this and the story behind it. Until the next post.

Vault Updates 04

So I finished the last few assets for the scene. Super happy about the progress and the work with textures. Now, all is left is composting and the lighting and it should be ready for post. Not sure how to go about this yet. I’ve also added a ceiling and props for it. Honestly, don’t know what came over me these past weeks. But I smashed all this out pretty quick after I was done with the door and the other assets I started off with. So I’ll be doing some research but, rest a sure. It’s done. I’m sure I’ll add more if I feel like it but less is more I guess. Maybe I could add a few more as a bonus. I’ll write more soon. Gotta spend time with the lovely. Let’s just hope this couple of pictures hold up for now.

Vault Updates 03

Okay, so here are some updates from the vault. Add more geo as you may have noticed super hyped for the lightbox, added this in here so we're on the same page with detail, and to mention detail there so much more now. This is the direction I want to go with my work from now on. Electronic parts are super important when it comes to machinery, remember that kids. Attention to detail with things like keypads and warning signs helps make the scene alive. Whether it be large or at a small scale, not to mention not unlike previous posts the scene looked empty with knowing that more work needed to be done. Now the scene is empty knowing that I have to move stuff in it, just like how I did with my apartment. That's what I mean. Can't wait to give more updates. It looks the way does because I broke rules. Enjoy.

No Internet Made Me A Little Better

Lately, we had an issue with our internet. Almost for a whole month offline. Was kinda annoying because I needed refference for my main scene and there’s no PureRef on my phone. So, I decided to model a Bathroom Cut Away, an Emergency Security Light Box for the vault scene and rework on some of the geo for the Vault and add more details and bumps, alongside I've retexture and re-rendered the Heads & Shoulder’s Shampoo. Since being back online, I’ve realized how messy I’ve become with the desktop. Least I've been keeping myself busy. I think the presentation is by far so much better than life itself. 

More updates on the Vault, when that becomes daily again.

Bank Vault Update 02

So a lot has happened in the past week/months, new changes in my life and been wicked all over the place with some trouble makers. But good back into the project to continue where I left off and here's where we are now with the scene. More props and fixed those glowing carts, and as of writing this currently pushing the last bit off data to local and modelling a briefcase full of money, here's a sneaky on that. Pretty hooked on this scene, we'll see how I go within in a couple of days or so, then back to tiny project just like the Shower Scene. Back with more short updates soon, this is pretty full on. 

Making More Props!

Small things like Cameras don't take too long. I want to add more detail to it like rings and stoppers around the wire but that should be easy.

I still have quite a bit of space on the map which is cool, but I think that I will do is have one UV map particularly for small assets/far from the camera to reserve space. The render is in Substance Iray, so I should be much happier with this once this hits Toolbag.



Bank Vault Update 01

Turns out made a boo boo, and found out I have to add a few more things before I start going crazy with shares and posting.
Here's what I got far and the results are in, I'm happy with these and the way the lighting is set up, the viewer needs fixing but other than that it's about 95% done. Down below is a little draft of what it is to look like with more props, doing this will help me to fill the scene in a little more.

Very happy with the textures, so glad I made that Basic Material for the steal, doing this made everything uniform. 

What's to be done:
*Security Camera
*Security Flood Lights
*Top Rails
*Railing For
*Security Gate
*Outside Table
*Drum (50/50)
*Step Lader
*Inside Table
*Duffle Bags