Shop Mobile More Submit  Join Login
Grandfather Clock by DRSpaceman Grandfather Clock by DRSpaceman
*Updated, 25/08/2011* ~ Retextured, relit, rerendered, remade, reduced polygon count now 6,328 triangles.

*Updated, 11/08/2011* ~ Reduced polygon count, now 6,386 triangles.

This is a model of an old Grandfather Clock I designed, modelled, textured and rendered using a variety of software. I used Maya for modelling, lighting and rendering (Mental Ray) and Photoshop (and XNormal) for creating the textures. When designing the clock, I used a lot of references of old Grandfather clocks (otherwise known as Long case clocks) and different types of cases. I decided to create a clock that's interior parts had become worn and tarnished, however, the exterior's wood grain would be as if it was almost new (shiny) hence the blandness of the wood parts.

The clock was quite a pain to model, firstly because of the curvy like details at the top of the clock's mantle, or the arch shape behind the door at the top. Secondly, I had to try and figure out how to model the elegant columns down either side of the clock's case without it eating up billions of triangles.

I modelled the clock with quads in mind as triangles can give you weird rendering glitches, and I'd much prefer having a nice clean mesh to work with. The model took roughly four days to complete, from concept to final render and uses a Diffuse map (2048), Normal map (1024) and Spec map (1024). The initial model contained 7,346 triangles which has now been scaled down to 6,386 triangles.

Grandfather Clock DR Spaceman, 2011
Add a Comment:
 
:iconzacvrono:
zacvrono Featured By Owner Dec 10, 2014  Professional Digital Artist
I think adding some AO would help. it looks good, but get an AO bake from Xnormal, Mayan, or something like that and dropping it onto your diffuse with multiply mode it would help
Reply
:icon3dpad:
3DPad Featured By Owner Dec 10, 2014
Always really liked this piece. Brilliant model with brilliant textures and this is what you get ;)
Reply
:iconcuriofawkstrawt:
CurioFawkstrawt Featured By Owner Aug 12, 2013
Do you offer this model or any of your other work (besides your lovely construction pack) for download? I find you can learn a lot about how to achieve certain results yourself by studying a 3D model that puts proper technique to use. From what I can see if your wireframe (although it is shows quads instead of triangles) you appear to be quite skilled at making complex shapes very efficiently. Your application of detail through texture is developed well, and your creative use of shape in creating and appealing design for the model certainly goes a long ways toward making this an excellent model. What would be most useful to people like me, is if we could actually download the geometry and look it over to get a better idea how to create more efficient game quality objects of our own. I think this is a great example because it's very shapely object that utilizes very minimal geometry. At the same time I would understand if you didn't want to post your finished quality game objects out for everyone, but but I figured it wouldn't hurt to ask. For now I'll just save the picture to my concept folder. Keep up the wonderful work. 
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Aug 24, 2013  Professional General Artist
Thank you so much for reaching out! And thanks too for the nice comments, I really appreciate hearing this kind of feedback :)

I haven't posted my models for download in the past because of obvious reasons, but if you're really eager to research my work and understand how I created it, I can upload it to my Skydrive and give you a direct link. :)

The model is presented as quads, since that is what a lot of industry professionals work with during the design and creation phase. It's only when the model is put in a game engine that it converts it to triangles. Hopefully that makes sense xD

I don't upload much here anymore and it's a shame cause this work doesn't reflect on my current abilities as a prop / environment artist. The majority of my latest work is on my tumblr, but I intend to start posting that work to deviant art shortly.

So, if you want to see some more of my 'recent' work, please check out my tumblr page > drspaceman4.tumblr.com

And if you're eager to deconstruct my models, let me know, and I'll drop you a note with a link.

Cheers and thanks again!
Reply
:iconblazi76:
blazi76 Featured By Owner Feb 23, 2013  Professional Digital Artist
I don't know much about 3D modeling but this looks really good.
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Feb 24, 2013  Professional General Artist
Thank you very much :)
Reply
:iconjujikabane:
jujikabane Featured By Owner May 3, 2012  Professional Artist
you got really nice wood textures. mind if i ask where you find it ?
Reply
:icondrspaceman:
DRSpaceman Featured By Owner May 3, 2012  Professional General Artist
Thank you :)
I get my base textures from cgtextures.com most of the time, otherwise it's google images or flickr.
Reply
:iconlonymoon:
LonyMoon Featured By Owner Dec 2, 2011  Hobbyist Digital Artist
Cool!
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Dec 3, 2011  Professional General Artist
Thankyou :)
Reply
:iconlonymoon:
LonyMoon Featured By Owner Dec 4, 2011  Hobbyist Digital Artist
You're welcome ^_^
Reply
:icongoldensunsilvermoon:
GoldenSunSilverMoon Featured By Owner Dec 2, 2011  Professional Filmographer
Excellent work!
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Dec 3, 2011  Professional General Artist
Thanks for the kind words ;)
Reply
:icongoldensunsilvermoon:
GoldenSunSilverMoon Featured By Owner Dec 3, 2011  Professional Filmographer
Your welcome. I know how hard it is to make awsome looking stuff.
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Dec 4, 2011  Professional General Artist
Yeah, tell me about it ;)
But at least you end up with something you can be proud of in the end :)
Reply
:icongoldensunsilvermoon:
GoldenSunSilverMoon Featured By Owner Dec 4, 2011  Professional Filmographer
Yea, for me it's only half the time I get something I enjoy lol
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Dec 4, 2011  Professional General Artist
Keep working on your projects and perhaps try challenging yourself with new things (e.g lighting for a particular mood, focussing on texturing, or creating a really polished model).
If you keep focussing on particular areas your skills will definitely improve, as I've found. :)
Reply
:icongoldensunsilvermoon:
GoldenSunSilverMoon Featured By Owner Dec 4, 2011  Professional Filmographer
That's what I've been hearing. I recently got a practice rig to start making portfolio animations. Being out of school for over a year makes it hard to sit down and actually work, that and a job. I'm so pathetic I've resorted to asking people what to model since i can't make up my own mind.
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Dec 4, 2011  Professional General Artist
I wouldn't say you're pathetic, I get mental blocks all the time and can't think of what to do next. If I'm struggling I'll ask friends on what they'd like to see from me, or try looking for inspiration online (there's a ton of it). I've been out of uni for almost a year too so you aren't alone. Anyway, maybe we should continue this conversation via noting one another ;)
Reply
:iconmagicloop2009:
magicloop2009 Featured By Owner Nov 23, 2011
grandfather clocks, there are also differnt forms of grandmother clocks and granddaugter clcocks believe it or not from London England, the worlds caapital of clocks and chimes and pendulums
Reply
:iconmagicloop2009:
magicloop2009 Featured By Owner Nov 23, 2011
Very nice european old fashion collection of pendulum
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Nov 23, 2011  Professional General Artist
Thanks :)
Reply
:iconmagicloop2009:
magicloop2009 Featured By Owner Nov 24, 2011
ya welcome sir.....:)
Reply
:iconcelairen:
Celairen Featured By Owner Nov 19, 2011  Hobbyist Digital Artist
Uh, cool *_* Looks very good.
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Nov 20, 2011  Professional General Artist
Thankyou so much! :D
Reply
:iconravenhart:
Ravenhart Featured By Owner Oct 11, 2011
You've been featured! [link]
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Oct 11, 2011  Professional General Artist
Wow, thankyou so much for featuring my work! I really appreciate it :D
Reply
:iconsuryaiyer:
suryaiyer Featured By Owner Aug 16, 2011  Hobbyist Digital Artist
This is beautiful:)
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Aug 17, 2011  Professional General Artist
Thanks a lot :D
Reply
:iconultramalakian:
ultramalakian Featured By Owner Aug 16, 2011
God, this is beautiful. Keep up the great work!!!
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Aug 17, 2011  Professional General Artist
Thankyou :)
Reply
:iconyangtianli:
yangtianli Featured By Owner Aug 16, 2011  Professional Digital Artist
sorry havent got back to you any sooner Alex. Since you are asking critique I might just be a bit critical. XD

I think this model currently looks a bit 'inbetween' of a movie model and a game model. I think you should develop it more to either side - coz say if you are showing this to a potential client or employer, its gonna be hard for them to know what is your strength. If you are going for a gaming approach I will recommend you to focus on texture and get rid of the polys as much as possible, especially the decorative bits - an extreme approach would simply keep them as flat planes; on the other side, if you want a movie approach, try sculpting lots of details such as the decorative patterns. These things would showcase your strong skills, which would make it easier for your potential client or employer to know what you can really do. :)

good luck with everything! :hug:
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Aug 16, 2011  Professional General Artist
Thanks for the feedback Tian!
When I was creating the model I felt that it should be used either for in-game or cutscene / CG (as it's not too low poly that details are lost, and not over the top with triangles that the rendering time skyrockets), hence the moderate poly count. With this model, I was initially thinking about sculpting details, but in the end, I used a pattern for the decorative parts which seemed to work nicely for me. Unfortunately, I won't be touching the model of the clock for a while, as I need to be spending time working on some of the new models.

Currently, as I've said earlier, I'm working on updating the tea set found in the Mansion environment I created earlier this year. Just need to finish off some small presentation parts and then upload it soon. This time around, I've spent more time optimising the initial low poly meshes for both high res and optimising it for sculpting. As well as this, a large majority of the time was spent texturing and I hope you can see some definite improvements in texture quality.

Once again, thanks for having the time to give me some feedback!
Alex :D
Reply
:iconbattleyak:
Battleyak Featured By Owner Aug 15, 2011  Professional Digital Artist
Your diffuse looks nice but it's a little too simple. To really take this to the next level you need to paint in highlights and shadows where they belong with an Overlay layer. Make a new layer in photoshop and set it to Overlay, use only black and white and use either a soft-edged or hard-edged brush to paint in highlights where there are edges and soft shadows where there would be shadow..

For example, the drawer on the bottom is sticking out a bit, so underneath that would be a slight cast shadow.

Check out this website for more information on this technique and other useful information: [link]

I hope this helps :)
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Aug 15, 2011  Professional General Artist
Thankyou very much for the feedback and the tips :).
I hope to use some of those techniques detailed in the link you've provided on future model's textures. :D
Reply
:iconbattleyak:
Battleyak Featured By Owner Aug 17, 2011  Professional Digital Artist
Sure thing anytime! I'm glad I could help! Thanks for the llama :D
Reply
:iconhaagndaaz:
HaagNDaaz Featured By Owner Aug 14, 2011  Professional Digital Artist
looks good, could benefit from a few things though.
-ambient occlusion pass on the diffuse to add some depth and character
-clock face and pendulum head could both be textures, the pendulum using an alpha and normal would look more rounded with less polygons

areas to reduce polygons still
-fewer radial divisions on the hanging cylinders inside the clock
-greatly reduce the small handles you have on the bottom and top cabinets as they are so small its unnecessary
-corners where it has a quad, use the split polygon tool to split into a tri and then delete the other edge loops to really optimize your model, this also shouldn't affect your UV's

keep up the good work though, you're on the right trail!
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Aug 14, 2011  Professional General Artist
Thanks for the feedback :)
Reply
:iconjarbilong:
Jarbilong Featured By Owner Aug 12, 2011   Digital Artist
Cool model and really nice presentation. Lots of optimising could be done by removing the edges which aren't adding anything to the shape. Just drag vertices which aren't necessary to the corners and merge them.
Reply
:iconnimbusstev:
NimbusStev Featured By Owner Aug 14, 2011
Agreed. The circular edges around the "clock" part are useful for UVing, but they don't really add anything to the model.

Very nice model, regardless. I really love the worn look to the textures. The handle on the bottom drawer is a nice touch as well. ^^
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Aug 14, 2011  Professional General Artist
Thanks for the feedback guys :)
Reply
:iconxquatrox:
xQUATROx Featured By Owner Aug 9, 2011  Professional Digital Artist
You lost a lot of triangles in those curvy details, which makes this model quite unnecessarily tri-hungry...
But great job nonetheless, looks pretty good :)
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Aug 9, 2011  Professional General Artist
Thanks for the feedback!
That's a good point, but I did spend quite alot of time optimising everything in terms of poly count.
I shall go back and see what more triangles I can save :)
Reply
:iconxquatrox:
xQUATROx Featured By Owner Aug 9, 2011  Professional Digital Artist
Mostly in those two thin columns. They appear nicely round, but they don't have to be so precise as they make up only a small portion of the model and the normal map will take care of it's shading :)
I would remove at LEAST two loops from each of those little pieces that make up both columns which would alone save you a nice amount of tris :)
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Aug 10, 2011  Professional General Artist
I've re-optimised the column meshes, managed to save almost 1000 tris without sacrificing the shape too much.
Thanks again! :D
Reply
:iconxquatrox:
xQUATROx Featured By Owner Aug 10, 2011  Professional Digital Artist
This was exactly my idea man :)
Nice work :D
Reply
:icondrspaceman:
DRSpaceman Featured By Owner Aug 10, 2011  Professional General Artist
Thankyou! :D
Reply
:iconxquatrox:
xQUATROx Featured By Owner Aug 10, 2011  Professional Digital Artist
Anytime, mate ;)
Feel free to contact me if ya need me :D
Reply
Add a Comment:
 
×
Download PNG 1530 × 1874




Details

Submitted on
August 9, 2011
Image Size
1.6 MB
Resolution
1530×1874
Link
Thumb
Embed

Stats

Views
6,878
Favourites
121 (who?)
Comments
47
Downloads
264
×