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One eyed Creature Design & Animation

8

UnknownDino writes:

Again with creature design...
This time after failing to finish multiple bigger projects I decided to focus on something smaller but also details very seriously.

New improvements in the sculpting "department" in Blender are here. The challenge was simple, could I create a creature bust with a similar level of realism to the many creatures designed in Zbrush by other industry professionals? I tried doing that and hopefully, I succeeded.

Steps of creation:

B 2.91 alpha
Concept sculpting
Retopo
Multiresolution surface details up to 7 mil polys

B 2.83 & 2.90
Rigging
Animation
Simulations
Rendering in Eevee

Hope you enjoy this one!

 

About Author

Donald Cela

Passionate about scifi and creatures, with some 3d skills.

8 Comments

    • hello for what you used simulation in the creature? cloth, softbody? or you just used simple rigging and animation? and you animated this with the multires modifier on or you baked sculpt to a normal and a displacement?

      • Hi, I used cloth sim since it seems to give you more control over the end result and also has better performance (from m experience).
        When it comes to the displacement I used both. Multiresolution (not at the highest levels of subdivision since that would be too slow) and baked displacement map for the micro details on top (as a normal map).
        Using multiresolution on top of the animation would not be needed it Blender could bake VDB maps but until that feature is implemented you need to use a couple of levels just to get the right shape you might have sculpted.
        Hope this helps.

        • and the cloth you just used it for fleshy (i didnt notice pretty much motion, its looks stiff to me) motions in some areas, and how you could use that with the rigging at the time, are there limitations? also did you get interesting results to simulation muscles motion? Blender could bake VDB maps? open vdb files you mean, but thats for smoke/fire simulation? yes and no, you can use the multires completely enabled for the rendering part only, but yes in viewport would be a pain in the ass LOL... additionally with multires enabled you wouldnt need a displacement beside, unless you need to bake it for some reason...

        • Sorry, i should have said vdm (vector displacement map. The skin simulation is subtle because the creature moves too fast at times and it would cause the skin to get twisted in weird ways if i made it too loose. There are not many limitations to using it with an animated rig. There are no muscles in this case but if there was muscle sim it would probably look much better.
          When it comes to multires, you don't need to enable the highest levels because rendering takes too much time an there is not much improvement when compared with normal maps.

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