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@cb-art-modelling

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Crystal Island
Specialist Pathways - Environment Design
3D Animation and Games Design Student at Middlesex University
Research/Design/Mood-boards
I started off with already having a idea from the summer work I produced that I’m definitely looking at more magical fantasy art styles than hyper-realistic environments that have super intricate designs to them. This isn’t because I don’t like modelling intricate designs, but merely because I want to portray my quirky self throughout my work and enjoy what i’m doing!
The research trip:
National History Museum and Science Museum.
Research:Coral/buildings/crystals…
Producing a Diorama and experimenting with asset production last year, I’ve found the passion for environment design. I aim to produce high quality abstract designs, like these artists displayed, to widen peoples imaginations and to create a certain uniqueness in my own style of work.
Similar to the diorama’s I produced last year, I want to develop my skills further and create a body of work that is strong enough to exhibit on my portfolio.
Inspirational Artist:
Andrew Porter
I love the colours used and quirky beautiful designs in these simple low poly diorama environments.
Declan Hart
This reminds me of a mystical land that I much like the imagine modelling and creating myself. The glowing lights and random purple trees and house really inspires my on work style.
Design
Alchemy development:
Developing some ideas through rough shapes in Alchemy
Looking deeper into crystal stuff
— coming up with final ideas
These two shapes is what I have decided to go with - during a critique in the lesson the right hand side one worked however they didn’t like the shape of the rock. So I need to develop that further to suit it more…
I wrote out a plan to help with the very basic idea when modelling: so i don’t get confused with what needs to be done and has already been done.
Mood-boards
I have also created some mood-boards to help with development and inspiration.
Pinterest Mood-boards:
Crystal House Mood-board
Diorama Crystal colour scheme
Crystal Mood-board
Personal Boards
Crystal Mood-board to develop some shapes for the diorama.
I developed some shape idea using the images above, creating some nice shaped floating island - still need to work on the house and what is the concept ideas.
I really like these formations below on the right but more crystallised and dramatic like on the left so hopefully i could use more colours. I am delving into Zbrush cause as usual I find it tricky and want to get used to it. Stop messing around and just get some confidence and belief that I can actually do this modelling life…
Island Model
I feel I have really pushed myself and finally come up with a composition that I like and works considering the island shape and form wasn’t completely sorted and organised. It was a rough sketch - however i have produced something that works for my project.
Using the draft designs above and research into the formations of rocks, crystals and minerals I have been working in Zbrush, developing my island (base to my diorama).
Steps:
Started off with masking off an area in a >Mask >Square brush and pulling out from the one mesh.
I then decided it would speed the process up by creating different sub tools and duplicating them across the island, placing them accordingly to the shape of the rock.
Using tools like the Planar tool but with a nice dotted brush to create a nice rocky like service on the rocks. - and other clipping and smoothing tools located in Zbrush.
- Happy with the outcome - now moving onto modelling the house and tweaking ideas with the story behind my floating island with a house on top of it.
Retopology:
The retopology was in Maya using the quad tool by using ‘making the selected object live’ tool and simply placing the quads efficiently to fit the HP_Island (high poly). It was quite a slow process cause i’m a serious perfectionist but I got used to the tools very quickly.
Maya: The LP_version of my island bellow, kept in a Maya scene in the same position as the HP_ready for baking.
UV Map:
House Model
After being quite successful in modelling the island i went straight in with the house. Using this really awful concepts bellow as I was stressing a lot about time management I haven’t come up with any other designs which I do not advise as it has caused numerous problems.
…using these shoddy looking scribbles has set me back with developing the right house: I started outlining the shape ans structure/height I wanted to have below is the model at this stage:
I hate it so much, even creating different door frames and things didn’t help me and has if anything made me feel worse as they didn’t work either with the theme.
This door archway doesn’t work with the theme either…
I have spent hours just messing around with the shape of the house and still not liking it, its just made me more unhappy with the whole peace. Below there isn’t something quite right with the house: it’s not go any personality or quirkiness to it - its too rigid and i didn’t want to make the scene too rectangular and harsh: due to the crystals already being quite harsh.
I went back to the drawing board using Photoshop to find a nice composition and work on different characteristics in my house like: the door, windows, outside details, e.c.t
by making the shape more rounder it fits quite nicely onto the rock base.
maybe by adding some crystals growing outside the house where it has been there for so long
Looking at the composition helped me understand the shape of the house that would work and ultimately would fit with the narrative of my piece. I finally was able to produce a quick sketch (above) to help me with building my house in Maya.
House Composition:
Firstly wrote down the structure of organising my outliner in the Maya scene for the house composition.
The Layout for UV’s for my house model, separated into different UV’s, so when painting it is easier for me to understand:
UV Maps:
House_Top
House_Bottom
House_Roof
House_Door
House_Window&Door_Steps
Portal Model:
For the narrative to make sense I needed this Crystal bearer to be able to transport through different worlds. I wanted to create a crystal themed portal to fit well with the overall Diorama;
I took some reference images from pinterest to gain some inspiration:
Concepts:
I want the portal to be clearly a portal: so adding glow to the symbols and having it really standout as a focal point in my piece should allow me to do this:
Map UV:
Sculpting:
I have recorded myself sculpting the LP assets in Zbrush: to show development and also keep record of handy tips and brushes to use for different services.
STYLISED DOOR
Sculpting the stylised door for the diorama in Zbrush, developing more of an understanding using Zbrush and Brushes on their;
STYLISED ROOF TILES
Baking:
XNormal is really easy to use, you just have to make sure your workspace and organisation is organised. It is easier to be organised to bake, when finding the HP and LP OBJ Exports.
Using xNormal to Bake the High Poly Textures with the Low to create:
Normal Maps and Ambient Occlusion Maps
Colour Schemes
Quickly developing colour schemes for the Diorama - to get a feel of what it will look like with the colour variations I have found.
The first concept of the composition of my scene: really has helped me develop and delve further into sculpting and compositing this scene so it works.
Crystal research from the natural history museum, Tom helped me with coming up with these colour schemes bellow to get a more crisp and narrow theme, as the concept above is a little too wild i think personally with the colours.
Trying to nail it down to a couple of crystals and colour variations:
Workshop 2: Diorama
Year 2: 3D Animation and Games Design Designing a Diorama: working with a concept. (3 week Project)
Research/Design/Moodboards
I have produced a Pinterest board of inspiring art, environment ideas and objects, steampunk themed concept art and designs, cogs, bolts and machinery. Creating this board will allow me to, to have something to refer to, throughout developing and creating my Diorama.
View Pinterest Board: Steampunk Diorama
I have also developed some mood boards to help with development and inspiration.
Steampunk/Victorian housing
Development
I began my development on the software called Alchemy, that restricts you from going back/erasing mistakes. It creates unique random shapes and effects.
Making random shapes on Alchemy, then taking the shapes and drawing over them in Photoshop, to create an interest shape/design for the diorama.
Finalising my idea and developing it further. Looking at specific assets to prioritise, so I don’t fall behind when modelling. I want to get a rough idea of what assets I wanted to include in my Diorama before I start to begin to model. I looked further into different references to help me along with this, taking in consideration the ‘Steampunk’ Theme.
Finalising the design of my steampunk Diorama, I thought i would develop potential colour schemes and look into the specific materials I will use in the future when it comes to texturing my model.
View Pinterest Board: Steampunk Colour Scheme
I then created my own colour palettes, using images taken from Pinterest. I have produced these to get a rough idea of what colours I will use in my scene.
(Colour Palette 1.) Preferred colour scheme, steampunk theme fitting.
(Colour Palette 2.) Colour scheme liked, but not entirely happy with the outcome, almost to safe and simple.
(Colour Palette 3.) Not happy with the colour scheme, too simple, plain and boring, the colours are clashing rather then complimenting.
Modelling
I began with my asset list I previously made when developing the concept for my Diorama, slowly modelling each asset so they’re ready to all be positioned into one scene in Maya.
Asset Listing:
(- Telescope - Lamps - Cogs - Pocket Watch - Chain - House - Pipes -Rocks: - (I wanted to create realistic rocks, and due to my lack of confidence in ZBrush I was reluctant to use it to make the rocks realistically in the style I wanted. However moving forward I decided to use it and pushed through, recapping previous techniques we I had been taught.) )
Retopologizing the rock in Zbrush, firstly I duplicated the model and then simply used the decimation master to reduce the polygon count.
Zbrush Notes: -(T) Edit Mode, (E) Scale, (W) Move, (R) Rotate, -Subtools: (like layers), they separate everything. -Zplugin<Decimation Master<Decimate/ Decimate all.
Composition, layout, (the addition of a bridge to the scene). Assets, built all in Maya, (Lowpoly stylised). Bridge, Cogs, Pocket Watch.
Pipe Lamp, Telescope.
Final Composition: Steampunk Diorama
UVing
I put off UVing for a long time, as it was my first time properly UVing something and considering the amount of assets in my scene, I’ve never really known how to approach it. I started off by asking one of the technicians to help me, and show me through the process. The process I was shown luckily suited me quite well.
Notes: -Open UV Editor < UV Tool Kit (make sure; Create, Cut and Sew, Unfold, Arrange and Layout, are all open in the UV tool kit) Automatic UV -Select Object < Camera Based <Auto (if auto is working, and all that needs to be done is sewing some edges together, to neaten the uv’s up)
(if the automatic doesn’t work)
3D Cut and Sew UV Tool -Select Object < Edge Mode < UV < 3D Cut and Sew UV Tool < Select the Edges < Left Double Click to cut and Cntrl + Left Double Click to sew. -Unfold < Orient Shells < Optimize (if need be).
Layout Shift + Alt < Select Layer < (in settings change) Packing Resolution (highest) < Shell Pre Scaling (Preserve 3D Ratios) < Texture Map Size (2048) < Shell Padding (10.000 by 10.000) < then select Apply or Layout UV’s.
Uv’s
Workshop 1: Asset Design Substance Painter
Asset 2
View on: Sketchfab
Mystical Sword
Baked:
Workshop 1: Asset Design Substance Painter
Asset 1 Scifi (Crate/Container)
View on: Sketchfab
Note’s From Tutorial:
Shortcut Key’s:
(Shift + Right Click) - Move Lighting (Cntrl + Left Click) - Transparency (1) - Paint (2) - Eraser
File new project - *Unreal settings* (Don’t tick) - Compute tangent space fragment
Texture set Lists: (names of material) Texture set settings: (Channels: Base Color, Metallic, Roughness, Normal)
Shelf: Alphas (Work directly with brush) - Pretty materials
Smart Materials: Fill Layer (properties - change) +add another fill layer - White mask+ lets information through, black mask is completely transparent.
Texture set settings. Baking:(untick ID): open high poly - Resolution 2048 - 2x2 Subsampling Bake all texture sets
Smart Material (create):
Properties - Add layer - change propperties add materials to the channels. - New Fill Layer -Black Mask + Generator (mask builder), (Dirt layer) - *to be able to paint on this mask (leave to last) save as a smart material before creating smart material.
Add folder to scene - select everything + click and drag into folder. Alphas - Add layer - High information; almost like stamps adding detail (buttons ext) Particles : creates an oil effect.
Projection - Dragg reference image into base color, to create a texture base.
Exporting: Export textures - Right click _ Configuration_Unity5 (standard metallic) NO padding

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Sword Uv and Hand Painting Assets
View on: Sketchfab
Texture Hand Painting I have used 3D-Coat to hand paint this sword asset we have; retopologised, uv mapped and xN. I have taken the ambient occlusion, as a reference for my shading, but beforehand I blocked out the colours of each section, to use the base colour as a shading point to lighten/darken to make the shading needed to make the model look detailed.
Asset Design UV and Hand Painting Assets
Retopologizing We were given a complex model to retopologize in TopoGun. The same tools as maya to transition around the model, it was simplifying the polygons down, so it can be used as an asset for a game. When we were finished we exported it as an OBJ and opened it in maya to UV map.
Uv Mapping You upload the new low poly model into maya, selecting the model and going into the uv editor. Selecting components, to make different sections for the Uv map. You have to make sure you resize all of the uv components, so they fit the map. Export as an OBJ.
Then we use xN to generate a map, by uploading a high definition mesh and a low definition mesh, when doing so making sure ambient occlusion is on.
Asset Design Maya, Vertex Painting Style
View on : Sketchfab
ASSET 3. Environment I began with the house, as it stood out the most to me in the reference, and I thought I would tackle the hardest asset first. I began with a polygon Cube and used the soft selection tool to scale the bottom corners in to give the body of the house a curvy shape. I then developed further by working on eat feature separately; window, roof ect, then duplicating when needed to speed the process up.
I developed the scene further, by adding the other assets one bye one, fitting the reference image.
Asset Design Maya, Vertex Painting Style
View on: Sketchfab
ASSET 2.
I have taken the reference image (provided below) and simply divided it by five; the board, sushi one, two, three and the chop sticks.
Starting with the most simple shape being the board, I created it using the polygon cube tool, scaled the sides out to elongate it into more of a rectangular shape. Improving the shape, so it fits the board look, I beveled the edges to make it look more rounded off. Painting the board was simple, I added a few edge loop tools to the centre of the piece so I could add some stripes seen in the reference of the board. I also kept the side faces darker, than the top face to show shadow and depth.
The second shape I created was sushi number one, black outline, rice and fish in the middle. The one to the right-backhand side seen in the reference image (provided below).
I placed a polygon cylinder and reduced the subdivisions to ten. I took the multi cut tool and shift + left click to make a equal division in between the middle point, which allowed me to use the edge loop tool to add the faces needed to paint the details on. I then painted the outside of the circular sushi dark black/blue, and then white for the rice, and then orange and green for the middle of the sushi. I used the same technique for the similar sushi on the left-front hand side of the board.
I used a polygon cube, elongated it into a rectangle and beveled the edges for the longer shaped sushi. Then simply moved the vertices to form he shape of the sushi.
I then elongated a polygon-cylinder and scaled one end down to create the chop sticks. I used layers to keep the objects hidden, I also used cntrl+1 to hide non-selected shapes. Duplicating the shapes to make the composition fit the reference image below.
Asset Design Maya and Vertex Painting
View on : Sketchfab
Asset 1. STEAK AND CHIPS PLATE
I have created a lot of the attributes to this model through using simple polygon shapes; (Polygone Cube,Polygon Sphere and the Polygon Cylinder), and then I manipulated the vertices and edges to fit the shape of the object I am modelling.
Lowering the subdivisions where not needed, has allowed me to keep it as low-poly as possible. I just needed to be careful of where these divisions where placed, so I could bare in mind what color certain faces would be when it came to Vertex painting later on.

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