b3ta.com board
You are not logged in. Login or Signup
Home » Messageboard » XXX » Message 10493289 (Thread)

# As it's slow at the moment - here's a snapshot of a Dragon's head I'm presently modelling

Still lots of work to do, Ears, Sculpting, Textures etc.
(, Sat 30 Jul 2011, 11:17, archived)
# wow
amazing - whats that made in??
(, Sat 30 Jul 2011, 11:20, archived)
# Blender 2.5
absolutely amazing program and all open source and not too difficult to learn.
(, Sat 30 Jul 2011, 11:21, archived)
# looks great!
may have to give it a go one day :D i tried bender before and couldnt get into it (so to speak) :D
(, Sat 30 Jul 2011, 11:24, archived)
# The interface and navigation has really improved over the years of development
and now it looks really professional and giving some of the massively overpriced 3D apps a run for their money after all you can't beat 'free'
(, Sat 30 Jul 2011, 11:28, archived)
# I got 2.57 and I really hate it, and I've gone back to using 2.48
The new version slows me down by about a factor of two and makes the whole experience no fun. Some things work a lot better (booleans are fast, for instance), but half of everything doesn't work at all. The indirect lighting is buggered. The new menus are stupid and confusing. Things have been moved around for no reason and are harder to get at, whereas it's very easy with a mere flick of the wrist to create a dozen new panels that you didn't want. (I don't even know if panels are the right thing to call them. The interface is full of new concepts that I haven't seen in any other program, which would be alright if they were any good, but they aren't.) I hope they fix everything they broke soon.
(, Sat 30 Jul 2011, 11:58, archived)
# Did he keep extolling the virtues of your biting his shiny metal ass?
(, Sat 30 Jul 2011, 13:27, archived)
# haha I had to re-read to understand that - I shan't edit that typo now :D
(, Sat 30 Jul 2011, 14:16, archived)
# Lully
(, Sat 30 Jul 2011, 11:21, archived)
# Thanks :D
still a base model will have to work hard to give it some good detail
(, Sat 30 Jul 2011, 11:30, archived)
# Very impressive indeedy!
(, Sat 30 Jul 2011, 11:25, archived)
# I aim to impress unfortunately I often dissappoint ;)
(, Sat 30 Jul 2011, 11:30, archived)
# day-am!
wonderful detail.
(, Sat 30 Jul 2011, 11:42, archived)
# I'm presently sculting some detail you should see it now
(, Sat 30 Jul 2011, 11:51, archived)
# Very nice.
It's probably going to need slicing up into different bits so you can put different textures and materials on them. Look out for that, it's annoying.
(, Sat 30 Jul 2011, 11:53, archived)
# Indeed the UV mapping is a skill all of it's own
luckily the sculpt tools can take the hard work out of getting a perfect map as the deatil can be model directly on the mesh. I've kept a low poly mesh for the mapping and working on the detail in high-poly.
(, Sat 30 Jul 2011, 12:01, archived)
# It's the materials that are the worst bit
like if you want a shiny eyeball, but happen to have made the eyeball part of the same mesh as the face. (Or for the horns, maybe.) Then you have to split them into two meshes again somehow. Booleans are handy for that, because you can just make a cube (or more precise shape) and use it like a cutting tool.

Then again maybe I'm thinking about it all wrong and the right way to go is to use masses of textures for the whole model with funny settings like affecting reflectivity and so on.
(, Sat 30 Jul 2011, 12:04, archived)
# That's cool.
Maybe accentuate his brow and narrow his eyeball as he looks quite friendly at the mo! Unless he's a friendly dragon of course! :) I'd keep the eyeball separate as it will require a stronger specular map compared to the scaly skin texture. Mapping the head as well - in the industry what we would do is model HALF the head and planar map it all from the side, get your UV's all neat and tidy then export the UV map into Photoshop to then creat the facial texture perfectly knowing where your UV's lay in relation to the texture. You might get some UV stretching as well which is why artists use a checker map initially to see where you're getting skew-whiffy mapping. If you're going to render it fully then consider losing some 3D detail but make up for it with a Normal / Bump map. 1 diffuse, specular and normal map will be adequate.
(, Sat 30 Jul 2011, 19:59, archived)