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Thread: R&D 3D handdrawn look

  1. #1
    Guild Adept Troedel's Avatar
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    Wip R&D 3D handdrawn look

    I dusted off my free Houdini Apprentice version and started to avoid learning to draw. I always wanted to create lightweight, easy to manage and interactive heightfield creation systems that can cover greater areas of terrain. So I created a network that can beautify rough and basic mountain ridge sculpts into somthing more like rougher ridges as shown below.

    basictodistort.jpg

    With my network I can create patches and include them in a bigger HF

    patches.JPG

    There is a GoZ link for Zbrush so I sent this over. The HF was converted to a mesh first, otherwise Zbrush crashes instantly. Took me a while to figure out...


    HF in Zbrush.JPG

    For Zbrush this is pretty low res, I figure one could sculpt hero props and other things. Handdrawn effects can be done in Zbrush with lots of options to finetune but Keyshot is faster for a first impression. Thre is a live link from Zbrush to Keyshot, so again. after 6 min rendertime and 1 min Photoshop..


    handrawn_not.jpg

    There is much room for improvement but I will go further down this road.
    Last edited by Troedel; 01-30-2018 at 06:19 PM.

  2. #2
    Guild Adept Troedel's Avatar
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    Made some progress concerning "woods". Still not sure about the render settings, but "getting there"
    handrawn_not2.jpg

  3. #3
    Professional Artist Guild Supporter Wired's Avatar
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    Interesting. How did you do the woods?

  4. #4
    Guild Adept Troedel's Avatar
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    Quote Originally Posted by Wired View Post
    Interesting. How did you do the woods?
    At first I experimented with treelike geo, that did not work very well. To much geo doesn´t work well with the toon shader. At least I could not make it work. So I just scattered randomly deformed spheres on the surface and tinkered with scale and density. This is the result. I had to tweak the material for the trees to make it fit to the landscape. Next would be a "symbol for a bigger city/castle in the empty center of the map.

  5. #5
    Guild Master Falconius's Avatar
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    The forest work pretty good. Planning on going through and hand painting it afterwards?

  6. #6
    Guild Adept Troedel's Avatar
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    Quote Originally Posted by Falconius View Post
    The forest work pretty good. Planning on going through and hand painting it afterwards?
    That is the plan. Perhaps I will try that doing some compositing from different materials. But that is an adventure on it´s own

  7. #7
    Guild Master Josiah VE's Avatar
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    Huge fan of those mountains, so much depth and detail on them. Great stuff!

    I offer map commissions for RPG's, world-building, and books
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  8. #8
    Guild Adept Troedel's Avatar
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    Quote Originally Posted by Josiah VE View Post
    Huge fan of those mountains, so much depth and detail on them. Great stuff!
    Once I get the process down I plan to draw a bit more carefully with some DEM reference pictures of the Alps. I think there can be massive improvements with a bit more work. They look good with the current orthographic camera, azimuth (? correct term ?) of about 45°. Topdown these mountains are spindly creatures, as seen in the first post. But your approval shows me I´m on the right track. Thank you!

  9. #9
    Guild Adept Troedel's Avatar
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    So its adjustable.. ISO Quickrender ( very low res )

    hand iso.jpg

  10. #10
    Guild Adept Troedel's Avatar
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    And a quick one from the material tests. I think I´m close.
    hand3.jpg

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