Thursday, 27 February 2014
Forest Guardian
This video shows the Basic mesh sculpting process for The Forest Guardian within my Character animation. For further information on the forest Guardian please see sketchbook.
Saturday, 22 February 2014
Baby dragons body creation process
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| Using Sculptris, baby dragon was created by manipulating spheres. To begin with I created a 'bean shape' for the body, as planned initially in the sketchbook. |
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| With an attempt to add the tail by grabbing and pulling the bodies shape, I felt that it looked too undefined. by pressing Ctrl + Z the change was undone. |
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| starting with a new sphere shape, using grab I pulled the sphere into a tail shape. |
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| Using the 'pinch' tool, I clicked on the end of the shape to create the tip of the tail. |
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| the tail was clicks and dragged over using the grab tool with universal checked, universal moves the entire shape; rather than a part of the shape. Which would cause manipulation. |
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| The body so far. |
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| fingers were added by grabbing and pulling the palm shape in five individual spaces, I then pushed in between each finger; to create a Chris Sanders' styled hand. |
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| through adjusting the arms it was taken under consideration to add more shoulder to the arm to create more shape. |
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| adding the shoulder created more definition to the arm, this was grabbed and pulled up from the upper arm. |
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| Using the 'draw' tool, the ankle was added in. |
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| small toes on either side on the inner foot was also created, using the 'grab' tool and pulling. |
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| the legs were placed int he desired area using the 'grab' tool with the 'universal' option checked. |
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| the 'flatten' tool was applied to underneath the dragons hands and paws. |
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| 3/4 view of the model. |
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| The head model within Maya's software |
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| Once the decision was made for the heads placement, a new sphere was added and sculpted into a neck; created using the grab tool. |
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| placement of the sphere before sculpting neck. |
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| neck muscles were defined using the smooth and draw tool. |
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| The model was then placed into Zbrush; ready for decimating and importing into Maya. |
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| side view of Dragon model. Model was consisted of tri's and is noticeable with this material. |
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| experimentation with Zbrush's materials. |
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| The model was placed in Mudbox; here I attempted to add the colour and textures of the model. However due to low subdivision, Mudbox created high manipulation onto the model. |
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| Model has now been converted into Mayas interface; ready for rigging. |
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| Decreasing the size of Maya's pre-made human skeleton, I attempted to rig the model. |
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| though placement was specific to dragons anatomy, maya continued to show warning that the joints were not assigned in the correct place (as I was using a human skeleton) |
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| Orange signifies the rig would create and issue. Rather than using a premade human skeleton, I will be creating my own skeletons for quadruped animals within Maya. |
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| frontal limb is too stretched, no extra joint is placed on the back leg as it should be. |
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| incorrect placement and shape to the arm and leg, knee's and shoulders to far back and pushed up. |
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| upper arm and leg joints too elongated for Baby dragons short limbs, hip joint is also far too elongated. No tail or neck and head rig is included; as is no lower jaw rig. |
Baby dragons head model
After experimenting with softwares, I have found one which I will be making all my main models with from now on for the animation. Sculptris is a better alternative for me to create base models, before adding detail and texture in Zbrush. Zbrush also allows me to reduce the polygon count in later times when Sculptris crashes from too high a polygon count. These models are also able to be later put into Maya for animating; though I am considering my animation to take place in Zbrush - if I can get used to this software as well as I've been able to with maya.
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| Firstly, Baby dragons head was created. this started out as a simple raindrop shape, and later a snout and eye sockets were formed. Two Large spheres were then scaled and fit into place. |
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| Thee spikes were then added, this was created by pulling a very small sphere, smoothing it and then copying and pasting this shape and scaling and rotating the shape to fit on the head. |
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| Detail of the roof f the mouth were added by drawing lines, and pushing in shapes using drawing inverted int he gum line for the teeth to be added later. |
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| Example of how Baby dragons mouth will appear when opened in animation |
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| 3/4 view of Baby dragons head with mouth closed. |
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| Playing with the materials on Sculptris. |
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