on January 11th, 2010, by angela
Just a brief update on Dragon Baby Model: Stage 2 is in progress and nearly complete. This stage involves further topology refinement & finalizing the model for rigging/animation use.Β Here are some quick screen captures of my work in progress…
Sculpting details to follow in Stage 3.
– Angela
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January 11th, 2010 at 9:34 pm
Looking good Angela!!! Can’t wait to see him/her flying around. It would be cute to see it learning to fly. Wait a sec, I’m a guy and I just used the word ‘cute’…..
January 11th, 2010 at 9:35 pm
Amazing!
January 11th, 2010 at 9:37 pm
Cool! Awesome work Angela.
January 11th, 2010 at 9:38 pm
Cute and cool. Good work!
Are the wings double-sided? Imagine some difficulties with sculpting with something that thin.
Well you’ll know how to get it working. π
January 11th, 2010 at 9:59 pm
so cute π
thats looking great!!
January 11th, 2010 at 10:21 pm
Nice work! I can’t wait to see how it’ll be textured!
In fact, I can’t wait to see the full movie! :3
January 11th, 2010 at 10:32 pm
Wow topology looks so perfect now π amazing
January 11th, 2010 at 10:41 pm
Topology looks indeed much better, especially in the wing fingers – do not know if that is the terminology. Looking forward to the details π
Cheers.
January 11th, 2010 at 10:27 pm
interesting.
topology eey
January 11th, 2010 at 11:36 pm
Yay! This little dragon looks sooo cute π
Very nice π
January 11th, 2010 at 11:43 pm
Awww….. I wanna hug him.
January 12th, 2010 at 12:03 am
@Becca-
don’t–his momma might get mad at you.
January 12th, 2010 at 12:36 am
@Blendipel
Yes, Durian should work on volumetric sculpting, perhaps simply adding edges between nearby vertices and propagating deformation through the edges.
Maybe even push vertices up if their relative neighbor distances decrease, and vice versa for squash and stretch, could help with facial shapekeys.
Also, could the crazy space problem be solved per-vertex please? It’s very hard to sculpt a corrective or anisculpt key.
January 12th, 2010 at 1:00 am
Can’t wait to see the sculpt on this, and what the sculpting process in Durian will bring to 2.5alpha0… maybe alpha1 to follow??
January 12th, 2010 at 1:34 am
It’s Gooooood π
January 12th, 2010 at 2:42 am
Angela will you marry me?
January 12th, 2010 at 3:07 am
Lol – an anonymous marriage proposal.
Anyways, good work on topology. Volume snapping is going to be your best friend when rigging.
January 12th, 2010 at 3:33 am
awesome! π makes me wonder what the final version will be, with the Textures and things π
GO DURIAN TEAM!!! π
January 12th, 2010 at 4:15 am
anonymus I seen her first!
January 12th, 2010 at 4:33 am
The face looks kinda like the Son of Godzilla.
January 12th, 2010 at 5:42 am
Wonderful! π
How malleable will the cheeks be to create expression in the mouth? And how expressionless will the beak remain? I’m wondering about how much of the dragon’s emotional expression will be created through the face versus through gestures.
It’d be really cute and nice to see a baby dragon smile and pull faces, but it’d be more realistic and fun to animate purely through the dragon’s body.
January 12th, 2010 at 6:53 am
That’s some sweeeeet topology there.
Hoping that the baby dragon is animated more real than cartoon. Big Buck Bunny already proved Blender can make cartoons. Let Durian prove we can do more.
Awesome work as always Angela. You’re definitely showing your skill!
January 12th, 2010 at 8:54 am
Thanks a lot for sharing your work Angela. Working so much on one object – what name did you give to your cute little dragon? π
As already mentioned please please let us get many many information later on when texturing the dragon. It already looks so detailed and alive, how much more with textures!!!
————————
2010: The year of Durian.
January 12th, 2010 at 10:02 am
great work ^_^
going on to keep your up date
January 12th, 2010 at 1:42 pm
Angela’s work is so awesome that it resulted in a marriage proposal π Sorry guys, but she has married Mr. Norris already π
January 12th, 2010 at 1:51 pm
I like the topology comparisons in the images. Thanks.
January 12th, 2010 at 2:47 pm
Cute… ehmm.. great!
January 12th, 2010 at 3:12 pm
Wow, it is very instructive!
January 12th, 2010 at 7:08 pm
excuse my naivity & ignorance, i dont know when else to ask but What is the benefit of topology adjustment?
I am new to Blender AND Modelling
Is it for ease of animation/rigging/texturing or other?
What challenge would you face if you left the topology as it is?
Thanks in advance and great work!!
January 12th, 2010 at 7:12 pm
That dragon dude is looking pretty awesome π
January 12th, 2010 at 9:10 pm
Hello Angela, nice work !! the dragon is great! I’m not sure who is in charge of the texturing work, but, may I ask, Which techique and kind ok textures will be used?? The final look will be photo-realistic right??
Well, congratulations from MΓ©xico for u and all the team.
Go on, and happy blending !!!
January 12th, 2010 at 10:19 pm
@munhu:
Hi! I think I’m able to answer some of your questions:
Yes, like a building that should have good foundations, also a model should have a clean and well organized topology. It will ease all the following tasks.
It’s crucial for rigging, because if you model it wrong you’ll be in allot of trouble for obtain a correct skinning (if ever), for texturing reduces deformation and for animating it doesn’t really matter because the model deformation is done in the rigging process.
January 13th, 2010 at 1:49 pm
@rogper thanks for taking your time to explain
January 13th, 2010 at 4:23 pm
Looking nice already
now i would like to see a nice little video not too long or may be 2 small video 10 minutes each showing how to make a nice rig for this
i already seen a thread for birds wing but don’t understand how it it done! i wish someone took the time to do one for bird’s wings
that would be usefull for all kind of bird’s wing
keep up the good work
happy 2.5
January 13th, 2010 at 4:02 pm
gr8 work!!! [:)]
January 13th, 2010 at 5:31 pm
Wow!! The model is amazing. Topology is so clean and perfect.
January 15th, 2010 at 6:27 pm
@rickyblender: You generate a template for the quadroped metarig, adjust it to fit your character and hit generate π
January 18th, 2010 at 4:46 am
Excellent topology Angela! No crits from me.