Official 3D art thread - Warband

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Cruor_Volt said:
I also think it's time for me to post something here.
Just a theropod.

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Shapes are solid, but I think the skin bump doesn't follow up in quality, as it's not resembling any surface in particular.

I'd say you should choose more suitable alpha maps for the skin brush.

Keep 'em coming  :q

Slytacular said:
Nice Dino!

I have a texture related question. If I were to bake an occlusion map for my meshes, would it be stupid to stack multiple faces on the UV map? It would be preferable to not have to tediously paint each similar face, but I do not want to miss out on creating an occlusion map. I use Blender by the way. My only other alternative way around to avoid tedious work that I can think of is to mirror similar faces.

Alternatively you can leave only one of the UV isles and offset the rest outside the texture space (X or Y axis, doesn't matter).

Choose a number you can remember (say, 300) to put them back in after you're done baking - also be sure to have the same texture state loaded in (as in, if you move 300 X without any texture loaded it'll be different when you have one loaded).

Or just duplicate the object and make a bake specific version, as the resulting texture can be used in a non-offset version of the model without any issues.
 
It's supposed to be feathery fluff, bare skin will be only on tip of the head, legs and one finger on each side.
Another thing is that there's nothing to choose from, I have to make them from PS brushes.
Did some work on toes and arms.

3d8GAosERb2Yf4rFO0Erk_2A_0qaA6mvnFkjyJILJxM=w2238-h1215

Update: just found the textures included by default... this is so backwards. But there's a furry one among them, I'll give it a try now.
Update 2: as expected it's utter ****. I was thinking before that: what if I make it bald and instead uses something like Hair and Fur modifier for the main body of feathers and model primary and secondary feathers as separate objects?
 
You could do it via Blender particle system, like this:

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But instead of a scale as a particle you'd use a feather.

Also I think what you're trying to accomplish would be way easier to with some modeling involved.
 
SacredStoneHead said:
You could do it via Blender particle system, like this:

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Aside from Blender being very bad for my nerves I really like how this looks.

SacredStoneHead said:
Also I think what you're trying to accomplish would be way easier to with some modeling involved.

What do you mean by modeling here?
 
I should refrain making assumptions about Sculptris as I barely used it, but my guess is that it doesn't feature a well fleshed out mesh control.

That said, I think stuff like those feathers on the tip of the wings, for instance, would be really easy to deal with if you were using either Blender or a more geometric approach in say, ZBrush - i.e. modeling them, copying/scaling and placing them via mesh control.

 
Time to update.

Before I finished sculpting, I exported the model to have some fun with Hair and Fur modifier. Also started making primary, secondary and all the other feathers on his arms.
It didn't go quite as expected...

s7jGRqOC-K0H9XzbJ8gri0iZZpY-x2tmPhYU86tRcUw=w1280-h720


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The later results are better, I undestand what to do with it later.
He looks quite happy here.

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Sculpting legs, fingers, etc...
Severely reduced the mesh all over except the parts that will not be covered.

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Finished legs

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Finished the sculpt. Huge gif inside this one.

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Now it's time to to rig it, and then all the other things.
 
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