Low polygon Sofa

I’ve had a few requests for a tutorial on the sofa so here it is. I’ve done a main breakdown of the methods used in the construction, then glossed over the end since I pretty much talk about the same method in the TV and stand tutorial.

Anyway for the construction.

Firstly, after digging around for some reference on the trusty internet, I used shadow box for the sides and back, and for the base a cube.

12A few tweaks, mirror and weld, dynamesh, cuts and inflates resulted in this mesh.

3The grooves were simply created using a diamond shaped alpha and a standard brush, and standard brush for the adjoining lines, with lazy mouse up.

45I think then a slight inflate using cavity masking blurred and grown. To give more definition to the hills. Next a rather low poly button was created, and added using insert mesh.

6The buttons around the arm were created using curve insert mesh. Again very low poly to deal with the amount (I increased the polygon count later when polypainting. But I didn’t want to exceed the capacity of Zbrush by going to high to early).

7Next to add the seams I masked off one side of where I was about to draw, then used standard brush with lazy mouse to push up the area on one side.

9Next were the folds. Using dam standard, smooth or the standard brush.

10The final sculpt after modelling

12Legs were a simple cylinder primitive masked and scaled.

13The base texture was from my wallet, scanned, high pass filter with colour layer above, make tillable (in ps) and used in spotlight to project the colour and some added detail with a low z intensity

15An ambient occlusion mask, and cavity mask filling with a low colour.

16Then the brass parts coloured. And legs to get the final coloured high poly model

17Originally I carried on with the model in Zbrush, creating new topology (rather too much topology), uvs and projecting it (producing some awkward stretching in areas when low poly) I finished it in max and Photoshop creating the model you see below plus wire frames.

3clay_Wire5baseIts ok, but rather high poly for a lot of the detail that the normal map can do itself. In the end the silhouette is all that is important for the mesh, so I went back to it later, using a low poly cage created in max (about 270 polys) from a decimated model, and baked textures in Xnormal. This method is by far faster and produces cleaner results. Using Marmoset to test the object also allowed me to jump back and forth quickly after bakes, and after some feedback the final model at 284 polygons using a diffuse, normal, spec and gloss 1024 map is finished.

Renders plus texture are below. To see my methodology of creating a low poly asset from a high in more detail check out the TV and Stand post.

master_b_7

master_b_8

master_b_9

master_b_10

sofa_texture

 

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