I used then a Ambient Ocllusion baking from the high poly on the low poly as the texture basis, that i worked on GIMP to obtain :Įxperimenting with some light source, i noticed that baking the “full render” was actually able to give a very good texture :įinally, i decided to try appending it to Blender 2.56a so i could give a test to the Rigify feature with it : I’m far from expert as you can see, but it’s working good enough for meīaking a normal map from the high poly sculpt on the low poly retopo was working very good (left high poly, right low poly) : Now exporting back into Blender for retopology It was more like it, but not yet good for me.īetter, but the face needed some more work I was not satisfied by the proportions, in my idea i wanted to go for toon-like ones, but in the end the deformed look was far from good enough for me, so i modified it more : Then exported it into Sculptris and began to sculpt that basis Using the Blender metaballs i built something approaching the shape i was aiming for (i had to cut the thing in the half and apply a mirror to get both side under a symetry) Some of my sculptris/blender random doodles made for fun can be found in this thread from the old sculptris forum.ĭidn’t noticed someone replied, so sorry for being that late, but thank you.ĭuring the BlenderArtist downtimes, i decided to try to create a cartoonish ogre model and use it to have fun training and learning more about some Blender functions like the retopo and the various UV features. Sculptris + Blender is an amazing combo to let you express your creativty. Though i think the eye activity lowers a bit the character dread presence on the scene, it seems to contribute in making it more active.īut it was great fun for me to build this little hommage to Jack Kirby. I decided to toy a bit with the eyes, adding some light sources in there and making the eye material as “halo” to give some kind of “life” in them. Toned down a bit the normal map too, and here it was : To make the scene a bit less empty, i took one of the wallpapers i collected long time ago and looked like some evil city (fitting for the character) and mapped it to a plane i placed behind the character. Playing with the lights and having the eyes set to Emit, the feel was going in the good direction for the character. So it was it, i used a tiled rock texture i found on some free texture website (sorry i don’t remember which one) :Īnd using this very nice GIMP free plugin i generated a normal map for it, would be very good to simulate the rock aspect of the creature skin : With a bit of subsurf and edge split, the appearance was more interesting visually More rework later and i was beginning to be happy with it. While the face was ready from Sculptris work, in Blender i built the helmet, starting from a retopo that was following the head, then using the 2.49b Solidify Selection script from the Edit Mode (that is similar to the 2.5x modifier of the same name) to give it depth.Īnd adjusting the vertice to get the final shape. According to writer Mark Evanier, Jack Kirby modeled Darkseid physically on actor Jack Palance, while “the style and substance of this master antagonist were based on just about every power-mad tyrant Kirby had ever met or observed, with a special emphasis on Richard Milhous Nixon.”
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