Yes, I did it again.
Starting work on my entry for The Great Pokemon Sky Race Collaboration. I need to do another version of 3d-fyn (because the last one blew up while I was fiddling with something, probably the rig, and then I reworked Base's rig anyway) as well. 3d-fyn will be riding Flashwing (pidgeot from my Pokemon Yellow game) in mega-evolution (I think mega evolutions are kinda dumb really, however mega-pidgeot form is theoretically big enough to carry 3d-fyn otherwise we'd need an enorm
Particle feathers look a hell of a lot better than polygon feathers but take about a million years to render. This frame took 50mins. This would be why people use polygon feathers with texture maps.
...at this stage I may bite the excessive render times for the nicer appearance.
I can't remember how I came about my original calculations but I worked out that a 1.8m tall (because that's how tall my base model is, no other real reason) Avian should have a 10-12m wingspan. Because I didn't want to make the wing arms too big (because heavy plus looked stupid past a certain point) I managed to end up with 3m long primaries.
Reasonably weight mapped chicken wings.
Which I think looks a lot better than the Lightwave model I did five years ago (weight mapping was probably still a work in progress here or at least I hope it was, I can't remember now):
I was working on 3d-bek's feet when 5yo came in and observed what was on my screen.
I finally got basic modelling in Blender.
All I needed was to find where the subdivision tool was hidden.
Early days Blender and Lightwave comparison:
I prefer having a menu on my right as I use a Cintiq and find it quicker to access stuff I don't know keyboard shortcuts for (or that don't have keyboard shortcuts) if the menu is over to the right. I can move it in preferences in Lightwave.
Many face tweaks.
The "entire area" vertex may pinch the mesh strangely with that many patches using it as a corner, but will have to see how I go with the face morphs. Also I'm stupid and the "moved outward" applies to the vertex above the one highlighted, I am too lazy to change the diagram.
Fixed the nose sooner than I thought I would.
Quick render of the subpatched model with the default lighting. Just got the tongue to do, once I figure out the best way to model it.