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Made in si
Ravenous Beast Form







This is me going in with maybe a week of mucking about in Google Sketchup 5 years ago as my only CAD experience.

First off, tried most of the available CAD programs and developed a burning need to strangle every person involved in their development. Settled on Blender because of its strong youtube tutorial ecosystem.

After fixing up a few poorly made commercial Man o'War sculpts from Etsy this is my first 100% original model. Going for an Ogre fantasy fleet, starting with a Gnoblar raft.





Obviously this is exceptionally primitive work, but at 1" long, it'll beat 1993 GW metals on detail.

This message was edited 1 time. Last update was at 2020/12/01 22:31:13


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Killer Klaivex







That's really cool! How long did it take? Did you try Zbrush in your experimentation?


 
   
Made in si
Ravenous Beast Form







 Ketara wrote:
That's really cool! How long did it take? Did you try Zbrush in your experimentation?


Thanks! About 3 afternoons I'd say. Zbrush is more sculpty, less CADy. In fact I couldn't find CAD mode (extruding faces and so on) eventhough I know it has one. As someone said, it does a lot of things different just for the sake of being different.

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Made in ch
Regular Dakkanaut




Cananda

 lord_blackfang wrote:
 Ketara wrote:
That's really cool! How long did it take? Did you try Zbrush in your experimentation?


Thanks! About 3 afternoons I'd say. Zbrush is more sculpty, less CADy. In fact I couldn't find CAD mode (extruding faces and so on) eventhough I know it has one. As someone said, it does a lot of things different just for the sake of being different.


I have some notes if you'd care to hear them not a criticism because you're going in a very good direction here.

One is to understand what a panel loop is and panel lines, to exaggerate the hard surface, and make the fine detail pop. It's one of the hardest parts of hard surface sculpting. You can buy tools to do this after the fact like a panel line cutter they use for Gundam. Or you can do it in the program.

The second thing is the sail looks a bit thick. Now I don't know your scale here so I'm assuming it's very small that's why the sail is thick. That would mean without the panel lines the other details are not going to show up as well on the side.

Your creativity here is good model's looking good so far. Keep it up. Trust me though address the panel lines and you're going to be in a much happier place with the finished results.

I also think you should bite the bullet and get yourself a copy of Zbrush and start learning that program as well. You're showing potential to move into more professional sculpting. Zbrush being an industry standard.

This message was edited 1 time. Last update was at 2020/12/02 07:54:25


 
   
Made in ch
Regular Dakkanaut




Cananda

 lord_blackfang wrote:
 Ketara wrote:
That's really cool! How long did it take? Did you try Zbrush in your experimentation?


Thanks! About 3 afternoons I'd say. Zbrush is more sculpty, less CADy. In fact I couldn't find CAD mode (extruding faces and so on) even though I know it has one. As someone said, it does a lot of things different just for the sake of being different.


I kind of skimmed this originally and didn't really read it. Actually, that's a misnomer Zbrush has a more robust CAD function then Blender. Under Zmodeler brush which on it's own has roughly at quick glance more features then blender as a whole for modelling. But you can also combine this with Deformation Tools to resize things, bend them etc. You actually have far more extensive CAD like( I say CAD like because it's not exactly like CAD) abilities in Zbrush then in Blender. It actually does extensively more than Blender on multiple aspects. It's not "different" it crushes blender, SketchUp, and most other 3D modeler programs. And they keep adding more features all the time, to compete with free programs. The only issue is that it's the interface is unique in comparison to Blender which a lot of people start on because it's free, is less complicated and takes less time to learn the 3D modeling aspects.

The only thing I can think of on hand that Blender does that Zbrush isn't designed for is the Animation aspects.

Most professionals use all of the industry standard programs in combination. The Three main one I use is Marvelous Designer for cloth physics, Zbrush, and Blender, sometime I use Maya.



   
Made in si
Ravenous Beast Form







Thanks! It wasn't my intention to fanboy for Blender or anything, in fact I usually describe it as "a very powerful tool that has a 15-step workaround for every missing basic function".


Automatically Appended Next Post:
So this is what I'm working on now, an Ogre whaling ship

This message was edited 1 time. Last update was at 2020/12/04 20:21:32


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Made in si
Ravenous Beast Form







So the Ogres are all at the test printing stage now, which I shall get to shortly.

I went for a slightly controversial interpretation and went for oriental inspired ships instead of ramshackle scrap. I figure the Ogres would set out to sea the same way Mongols did: browbeat Cathay into building them ships. And why? To hunt big game seafood of course.

So here we have the Whaler







The Butcher, with a dry dock for filleting gargantuan sea monsters









And the Paymaster, the Warlord's status ship







I intend to print my personal Butcher with a whale corpse in the dock and the Paymaster with a deck full of treasure, but those bits are going to be recycled from commercial files, so I won't share those.

This message was edited 1 time. Last update was at 2020/12/08 21:31:31


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Made in us
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Longtime Dakkanaut





 lord_blackfang wrote:
Thanks! It wasn't my intention to fanboy for Blender or anything, in fact I usually describe it as "a very powerful tool that has a 15-step workaround for every missing basic function".


That made me laugh as it's so true.

The ship looks really good. You've got some talent for sure.
   
Made in si
Ravenous Beast Form







Next ship

Original



Resculpt



Kinda sorry now that I stuck with GW's socialist apartment building aftcastle but it is what it is.

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Cananda

Noticeable improvements over time. I think overall you should spend more time on each sculpt with details being a little sharper from an art perspective, but if you're going to be matching the originals from corsair it's fine.

I'd say that the battle damage needs a little work to make it look more like damged wood. However I again have never seen a Corsair model or know it's scale so I might be wrong here.

The modelling still looks a bit stiff from an art perspective , however it's improving very rapdly. Have you considered using a cloth program in blender on the sales then thickining them out ? A little bit of physics would go along way to make billowing sales, look more realistic, less rigid.

All in all you're improving over time and it's noticible.

I'm also digging the use of more inset panel lines. Don't be afraid to use a higher polycount as well. You can always use a decimation program to lower the final count later on before printing some of your sculpts would benifit from a higher polycount.

If you're any good at organic sculpting and armor I'm looking for 3D modellers for the future and game devs. Send me a PM I wouldn't mind taking a look at your workflow.
   
Made in si
Ravenous Beast Form







After a bit of a pause I'm back with a water tower which is strangely missing from all (both) Wild West themed building sets.


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Made in nz
Fresh-Faced New User





Hey those are some great starting models mate, well done. can't wait to see what you do next. I would love to see the evolution of a terrain set with the water tower. Maybe something like cacti, I haven't really seen anyone do cacti yet (or maybe I'm looking in the wrong place)
   
Made in us
Regular Dakkanaut





Hey Lord_Blackfang, you mentioned the strong tutorial support being a factor in you chosing Blender and getting started. Do you have a recommendation on a starting point with tutorials? I'm looking to begin doing the same sort of thing you are, and any recommendations would be appreciated!
   
Made in si
Ravenous Beast Form







Jebsonic wrote:
Hey those are some great starting models mate, well done. can't wait to see what you do next. I would love to see the evolution of a terrain set with the water tower. Maybe something like cacti, I haven't really seen anyone do cacti yet (or maybe I'm looking in the wrong place)


Thanks!
EC3D's desert Kickstarter for nice cacti tho.



 Psychopomp wrote:
Hey Lord_Blackfang, you mentioned the strong tutorial support being a factor in you chosing Blender and getting started. Do you have a recommendation on a starting point with tutorials? I'm looking to begin doing the same sort of thing you are, and any recommendations would be appreciated!


https://youtu.be/mnGBbnXrvMw

This channel has good basics. But honestly the more I learn of Blender the more I hate it. It has ridiculous gaps in core functionality that mean hour long workarounds for what should be basic commands, it corrupts files at the drop of a hat and has Undo/Redo functionality on par with MS Paint circa 1998 which is obviously an issue when doing fiddly destructive modeling.

This message was edited 1 time. Last update was at 2021/03/09 15:39:31


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Made in si
Ravenous Beast Form







After finally getting my FDM printer in order so I could make a test print I have now put the water tower on sale. Perhaps it is arrogant to charge money for what amounts to me bashing my head against the keys until something looks vaguely like what I wanted, but YOLO





https://cults3d.com/en/3d-model/game/old-west-water-tower

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Made in us
Been Around the Block





That is a really nice water tower. Excellent work.
   
Made in gb
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In my Austin Ambassador Y Reg

Bit of a left field suggestion but I don't suppose you could knock up some Nurgle and Ork Man o War sculpts? They are conspicuously missing from Thingiverse.

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