Over rock and under tree
- Joined
- Jul 20, 2011
- Messages
- 568
- Reaction score
- 347
I was making a dragon, in some of my 'spare' time.. it is the very first 'creature' i tried to make, more for learning some things, as i will try to show here...
It all started with a 'cube' , but then the thread would be really huge if i would really show step by step.. xd..
..well, the cube came into this, the 'basic geometry' of the 'dragon'..
I learned how to do 'wings' when i tried to do a 'winged hammer' (xd), but it is another subject..
The first 'mouth' i ever done too xd..
Then, some modeling on the 'head', i thought it would look like crap, but it ended up very acceptable =D.. Used 'Edit Poly', with Graphite Modeling Tools (i think 'graphite' is spelled differently but it is very close to it..)..
Then i (on the 'Edit Poly' mode) applied smoothing on parts, on all of the 'dragon')..
(eyes are and will be separate spheres)..
Well, i modeled 'from the Zero', but i was always thinking of a 'raptor' (velociraptor) like dinosaur but with the bat wings (all dragons i have seen have these bat-like wings.. i mean, the wing's structure, etc..)
Something like this:
That (when on ground, although it is more of a flyer actually..) would walk like this one:
It is like walking on the tip of the toes..
After the stage depicted on the last (model) image, i did a lot of fixes, and came to a part that i particularly not happen to like very much, that is mapping, but i 'stumbled' on this program (UVLayout) that really came to help, so the mapping became a lot easier, and i started to do some textures..
I started on the wings, every part (the lines on the UVW template) had a lot of layer effects and 'filters' and hues on Photoshop, this one is the second texture, the first one was too 'plain'
The 'legs' are small on this one.. and the 'Material IDs' were not yet separated..
3 Material ID's, 1 for wings, 'legs' and 'arms', 1 for neck, torso and tail, and 1 for head and bony spikes that come out from neck and back.. I liked the texture on the 'belly' (that goes all the way from the jaw to the tail, but on different proportions/aspects) but still needed some fixes on model and UVW.. Talking about 'belly', on the next one the belly to chest 'relief' will be more visible, especially viewing from the side.. The legs and fingers will be enlarged too..
Some fixes later, with and almost homogeneous texture..
(face texture)
(obviously the 'horns' and the teeth parts are still without texture..)
Aah, i increased the vertical size of the fangs, to go like a venomous fang, from a snake, etc.. xd..
And now i am rigging it with Physique, without blending between links, so i can put it on Priston Tale . I rigged just the face/mouth, chest/belly/hip, and tail, and got crazy to put it to an 'pose' XDD (when modelling, the 'creature' has to be all stretched, etc.. and that 'pre rig' pose is not very stylish XDD):
There is one thing missing right? (in fact, 2, hehe)..
.. yes, and it make really a huge difference:
(it is a 'temporary' texture on the teeth and horns, just to make a fun render =D, the horns will come out smoothly 'from the leather' of the head, or something like it XD)
The eye (especially one with self illumination, hehe) completely changes my subjective perception on ways i look at the creature, a very interesting difference (the 'dragon' looked more muscular, to me, after i put on the eye XDD).. The claws will have a slight buff, and better texture..
I loved the eye, and i will rig it, so it will move around on his animations..
Perhaps this weekend i will finish the texture and fix things that i see, and finish the rig.. With the rig finished, it will be fun to make some animations to test an INI (some leaked or converted inx that i found some time ago here at RZ..) with an ASE exported with Sandurr .ase exporter (with Physique block).. I thought it was becoming hyper high poly, but it is not really, well.. i hope Pt accepts it ..
I am trying to make on a way that it will be easy to change the colors of the dragon (some layers, etc..) =D
It all started with a 'cube' , but then the thread would be really huge if i would really show step by step.. xd..
..well, the cube came into this, the 'basic geometry' of the 'dragon'..
I learned how to do 'wings' when i tried to do a 'winged hammer' (xd), but it is another subject..
The first 'mouth' i ever done too xd..
Then, some modeling on the 'head', i thought it would look like crap, but it ended up very acceptable =D.. Used 'Edit Poly', with Graphite Modeling Tools (i think 'graphite' is spelled differently but it is very close to it..)..
Then i (on the 'Edit Poly' mode) applied smoothing on parts, on all of the 'dragon')..
(eyes are and will be separate spheres)..
Well, i modeled 'from the Zero', but i was always thinking of a 'raptor' (velociraptor) like dinosaur but with the bat wings (all dragons i have seen have these bat-like wings.. i mean, the wing's structure, etc..)
Something like this:
That (when on ground, although it is more of a flyer actually..) would walk like this one:
It is like walking on the tip of the toes..
After the stage depicted on the last (model) image, i did a lot of fixes, and came to a part that i particularly not happen to like very much, that is mapping, but i 'stumbled' on this program (UVLayout) that really came to help, so the mapping became a lot easier, and i started to do some textures..
I started on the wings, every part (the lines on the UVW template) had a lot of layer effects and 'filters' and hues on Photoshop, this one is the second texture, the first one was too 'plain'
The 'legs' are small on this one.. and the 'Material IDs' were not yet separated..
3 Material ID's, 1 for wings, 'legs' and 'arms', 1 for neck, torso and tail, and 1 for head and bony spikes that come out from neck and back.. I liked the texture on the 'belly' (that goes all the way from the jaw to the tail, but on different proportions/aspects) but still needed some fixes on model and UVW.. Talking about 'belly', on the next one the belly to chest 'relief' will be more visible, especially viewing from the side.. The legs and fingers will be enlarged too..
Some fixes later, with and almost homogeneous texture..
(face texture)
(obviously the 'horns' and the teeth parts are still without texture..)
Aah, i increased the vertical size of the fangs, to go like a venomous fang, from a snake, etc.. xd..
And now i am rigging it with Physique, without blending between links, so i can put it on Priston Tale . I rigged just the face/mouth, chest/belly/hip, and tail, and got crazy to put it to an 'pose' XDD (when modelling, the 'creature' has to be all stretched, etc.. and that 'pre rig' pose is not very stylish XDD):
There is one thing missing right? (in fact, 2, hehe)..
.. yes, and it make really a huge difference:
(it is a 'temporary' texture on the teeth and horns, just to make a fun render =D, the horns will come out smoothly 'from the leather' of the head, or something like it XD)
The eye (especially one with self illumination, hehe) completely changes my subjective perception on ways i look at the creature, a very interesting difference (the 'dragon' looked more muscular, to me, after i put on the eye XDD).. The claws will have a slight buff, and better texture..
I loved the eye, and i will rig it, so it will move around on his animations..
Perhaps this weekend i will finish the texture and fix things that i see, and finish the rig.. With the rig finished, it will be fun to make some animations to test an INI (some leaked or converted inx that i found some time ago here at RZ..) with an ASE exported with Sandurr .ase exporter (with Physique block).. I thought it was becoming hyper high poly, but it is not really, well.. i hope Pt accepts it ..
I am trying to make on a way that it will be easy to change the colors of the dragon (some layers, etc..) =D