Previously, I had not placed scratches on the lighter purple pieces. But after awhile, the lack of scratches on these pieces drove me crazy, so I just had to add some, to make them match the rest of the structure.
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More texturing, more Spotlight (Zbrush).
Looking ahead, I see many avenues ahead of me. I could continue to develop this study in Zbrush. I still see a number of areas that could be tweaked, and details that could be added, depending on one preference or another. But I'm starting to hit the limits of my computer, with a fair amount of lag when all the sub-objects are turned on. I could retopologize the whole thing at this point, unwrap, create some maps (normal/ ao) and start playing around in Photoshop or Substance Painter (new shiny toy!). It would be nice to see the lights with proper glow (in a game engine?). Or I may just shift gears and study something else for bit. So, been exploring wear and tear.
Although these sorts of details are impossible to discern from the original Obduction picture... based on the size of the object in relationship to the scene, it does appear highly likely that an explorer would be able to get much closer, and see subtle details not visible at a distance. Moreover, I was curious to see what this additional layer of information might add to the object. I like the look of it - but its possible I've still been too coy, and maybe I should play it up further in some places. Finally brought the two main pieces of this stretch of the tendril together in Zbrush. This version attempts to match the original image, insofar as details can be gleaned, keeping in mind there is still a significant amount of blur that prevents further investigation. It seems likely there are more mechanical details that can't be clearly seen in the image, but which add to the splendor of the form up close. I may go ahead and continue to imaginatively elaborate. And as a 3D artist familiar with the conventions of game art, I imagine additional dust, grime, wear and tear are visible up close. More progress. GoZ has been useful for refining some of the small pieces, but I may be wading more into Zremesher after successfully using this technique to retopologize the patterns I created on the green tubes.
After studying the main tendril for some time, I decided to pursue the main form in Zbrush. I may use Zbrush to the conclusion of this project, or, I may use the GoZ functionality to bring these basic forms into 3ds Max for further exploration, development, or rebuilding. I am not entirely decided at the moment.
Created in 3Ds Max. First attempts at modeling the large antenna structure above the largest tendril.
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Observing the Obducted
Herein lies investigations and studies of the mysterious phenomena known as "Obduction". Archives
August 2014
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