red
Calling horns done
Wednesday, 18 September 2013 @ 10:31am
Though I’m sure I’ll find more things to clean up and refine while I’m doing the rest of the body.
Anyway I tried to reflect nature somewhat with some horizontal bands like what’s found in kudu (what I based Red’s horns off):
Horizontal banding - can’t make it look twisty enough!
Sculpty goodness and pipeline change
Tuesday, 20 August 2013 @ 9:10pm
While sculpting horns I was quite sure I was going to use Blender for all the sculpty goodness seeing as it had actually imported the mesh to begin with. I think I’m going to have to accept the fact that my brain is never going to play nicely with Blender because even though I have been doing so much better than I ever have, I still don’t understand it.
Very roughly positioned front, side and three-quarter view of the character in a window on the 21in monitor. The actual work was being done on the Cintiq at close range. The multiscreening is one seriously cool thing about Blender and I do miss it a little bit in Sculptris
AR notes: sculpting horns
Monday, 29 July 2013 @ 10:39am
I got stuck in “after I finish this bit” loop again when I thought about taking screenshots.
Repairing the twists in the horns (following the spline guides mostly worked though near the top some of the twist is wrong and is being corrected) and rounding out some bits that are too thin (and that I couldn’t see as a problem when I was doing the spline guides because there were a billion guides, and only noticed as I was edging upwards). Also making the ridges and whatnot more prominent and varied so it looks more organic (hopefully) and less plastic. I was originally intending on making the horn ridges bump maps rather than geometry, and will have to see how I go on the other characters but I have a feeling it’s going to look better as geometry so will just bite the render time seeing as I’m not making a game :)
Working the torso
Thursday, 6 June 2013 @ 5:04pm
So I’m hideously slow on WiP shots. Part of it is because I’m feeling a distinct pointlessness in them (there are many characters and whatnot to come) and most of it is simply because I keep putting off taking the screenshot when I think about it, and then eventually forget.
Every now and again though I need to remind myself I’m making progress. Here I’ve hidden the wing membranes so I can see what I’m doing, and left a point highlighted so that the close up pane makes some semblance of sense. Done some work on the arms but not a lot, none on the legs, focusing on the torso and pretty much making up the anatomy where the wings are attached as I go.
Ear wip
Sunday, 28 April 2013 @ 2:33pm
Good enough for now, I’m sure I’ll fiddle with it more as I go. Was going to post a much earlier wip and of course it was “after I fix this, and do this bit, and what the hell is that, and…” now it’s mostly done.
Twisty horns from hell
Saturday, 6 April 2013 @ 9:52am
I’m really glad I’m doing Red first. After spending six months of manual labour on his horns (because I have no idea how to magically make it work) the other characters (none of which have horns that twist this violently) will seem rapid by comparison.
I also don’t think I’m going to forget to model the subpatch cage as close as I can before freezing. Fortunately for me Red’s body structure is not too dissimilar in proportion from the default Dragonkin’s, I did end up spending a lot of time on his face trying to get his nose and chin right.
New age, new year, not new resolutions, and photos
Sunday, 1 January 2012 @ 4:28pm
Happy new year everyone! gleki ninyna’anunsla if you speak lojban :)
Somehow, from somewhere, I have this 7 year old.
The Little Big Boy turned 7. He requested and got a chocolate cake which my mum made. It was very tasty. The “oldies” were commenting on how fast he turned 7. I’m trying to work out how he survived that long ;)
Avatar blue
Thursday, 16 December 2010 @ 4:24pm
QaD render of Za’haran’s face to see how the eyes and lip textures turned out. They’re not terrible, though I think I want to do more with his eyes. Using the Fast Skin shader that ships with Lightwave, which does a pretty good job of making skin look more skin-like than I know how to get it. I added a procedural to break it up as it was entirely too smooth and perfect.