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Wow, that looks fucking awesome, actually. I gotta get myself together and finally texture the one I started.
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, vertex,
40 Posts,
Join Date Feb 2011,
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Made another one...
I've been trying to play around with toon outlines or some kind of crayon shader, but I haven't had a whole lot of luck.

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, spline,
153 Posts,
Join Date May 2011,
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Hahaha this one was fun...

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, spline,
153 Posts,
Join Date May 2011,
, spline,
153 Posts,
Join Date May 2011,
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I kinda got around to texturing it, finally 
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, vertex,
40 Posts,
Join Date Feb 2011,
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hahahaha amazing! I haven't made a 3-d model for them in a while, I've been doing mainly 2-D stuff for a change of pace.
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, spline,
153 Posts,
Join Date May 2011,
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Made another little guy, playing with different rendering techniques
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, spline,
153 Posts,
Join Date May 2011,
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Got a creature from Mcejn that he whipped up in Zbrush!

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, spline,
153 Posts,
Join Date May 2011,
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Back for a second look at the video. Awesomeness (the overused word that's justified, in this case). Recall a recent Dawkins/Krauss vid where they mention the arts should be more involved in public education re evolution. Very glad to see this. 
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, null,
10 Posts,
Join Date Oct 2012,
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Quote:
Originally Posted by bear
Back for a second look at the video. Awesomeness (the overused word that's justified, in this case). Recall a recent Dawkins/Krauss vid where they mention the arts should be more involved in public education re evolution. Very glad to see this. 
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Thanks! I've recently gotten more evolution drawings, starting this group where each other group left off, meaning the tree is now one 'tree' bigger! I also did some predator/prey specific evolutions, as well as getting them to evolve some plants. Here was the plant tree if anyone felt like doing something with plants.
In other news, I've nearly finished a second(alternate) evolution animation that I started alongside this one, so hopefully that'll be ready soon. I've also managed to get a few other artists to take their own spin at a creature in their own style, but I'm still looking for any polycounters to give it a go!
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, spline,
153 Posts,
Join Date May 2011,
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This is awesome and hilarious. I know I'm gonna go for one of the turtle-like ones at the bottom once I finish the rest of my work this weekend. 
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, null,
6 Posts,
Join Date Sep 2012,
Location San Francisco
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Quote:
Originally Posted by Dani Holt
This is awesome and hilarious. I know I'm gonna go for one of the turtle-like ones at the bottom once I finish the rest of my work this weekend. 
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I did a new group of kids using one of the turtles at the bottom, and they didn't deviate much for a whole other 6 generations. It seems like once the 'turtle' showed up, it was so recognizable that no one strayed from it much. It is a nice parallel to creatures on Earth though that are 'living fossil' and even after millions of years change little. Again if you or anyone needs some closeups of a creature i can get you much bigger images.
Last edited by Sparr; 10-27-2012 at 01:31 PM..
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, spline,
153 Posts,
Join Date May 2011,
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Another one in the pipeline... Think I've done like three unwraps in my life, lol, but this is a lot of fun (and I need the practice).

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, null,
10 Posts,
Join Date Oct 2012,
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Quote:
Originally Posted by bear
Another one in the pipeline... Think I've done like three unwraps in my life, lol, but this is a lot of fun (and I need the practice).

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Yeah unwrapping can be a bit of a pain, but nearly all the creatures I did myself (and almost all the drawings) are highly symmetrical, meaning you can overlap the UVs fairly easily. You chose one of drawings made by the college group so it has perspective and its a little more complex as far as unwrapping goes haha. You might want to try a more symmetrical creature at first if that proves too difficult. Here's a bigger picture of it, by the way.

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, spline,
153 Posts,
Join Date May 2011,
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Thanks for the larger image (wouldn't have known it's a rattlesnake tail).
Several unwraps later, think I've got the hang of it (including a transparency to
paint underneath, ie. guide lines). Realism keeps creeping in (more and more
loop cuts)... Not sure why symmetry would matter? Just paint, rig and pose?
Guess I'll find out shortly.

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, null,
10 Posts,
Join Date Oct 2012,
, spline,
153 Posts,
Join Date May 2011,
|
Towards the top of the tree there is a salamander creature hanging from a tree. Branching off to the far right past the cow creature is a little flaming squid/slug creature with a yelling mouth and red eyes, can I have a close up of that one?
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, spline,
125 Posts,
Join Date Apr 2012,
Location Denver, CO
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Here ya go!
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, spline,
153 Posts,
Join Date May 2011,
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Awesome!
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, spline,
125 Posts,
Join Date Apr 2012,
Location Denver, CO
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I'm a total noob to modelling so this is my first attempt at modeling a creature, my first attempt at seamless texturing, and my first attempt at painting fire. I'm pretty proud of how it turned out but obviously there's room for a ton of improvement. I love low poly stuff as you can see lol.
Unfortunately I can't figure out how to render images in blender of uv mapped models, and I can't find any tutorials at all on it after extensive searching, so this is the best I can get, although there is the annoying orange dot in the middle of the model and I can't turn off anti-aliasing:
Anyone know how to render properly in blender with a UV model?
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, spline,
125 Posts,
Join Date Apr 2012,
Location Denver, CO
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Haha, nice! I don't know anything about blender so I can't help you there, but you should keep going!
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, spline,
153 Posts,
Join Date May 2011,
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Nice to see some new models here, they're all pretty interesting.
@minorthreat
To render UV-mapped models, assign a material to the object, chose your texture in the "texture" tab, chose "UV" as the method to map your texture. You might also tick the "shadeless" option in the material settings.
To turn off anti-aliasing, go to render panel, there's an option there for that. You also want to turn off mip-maps in user preferences for that crisp pixelated look.
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, vertex,
40 Posts,
Join Date Feb 2011,
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Quote:
Originally Posted by Saigo
Nice to see some new models here, they're all pretty interesting.
@minorthreat
To render UV-mapped models, assign a material to the object, chose your texture in the "texture" tab, chose "UV" as the method to map your texture. You might also tick the "shadeless" option in the material settings.
To turn off anti-aliasing, go to render panel, there's an option there for that. You also want to turn off mip-maps in user preferences for that crisp pixelated look.
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Where's your next model Saigo?!
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, spline,
153 Posts,
Join Date May 2011,
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Thank you so much Saigo, that was incredibly helpful! I was able to get a way better render:

But although interpolation, mipmap, and anti-aliasing is disabled, the texture is still blurred. Here's the same general area before the render:
Also is there a way to do those awesome rotating gifs with blender as well?

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, spline,
125 Posts,
Join Date Apr 2012,
Location Denver, CO
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I don't know really, but I made that .gif in Maya and it was real pain, because apparently you can't turn off anti-aliasing in Maya really. I had to sort of force it to do that, and when I tried it again today Maya kept crashing haha. It also has a unfiltered texture or something like that to make it super pixely, as well as a toon shader overlay to give it some light/dark areas. Its kind of hard to make out but theres a shiny highlight bouncing around on his back/tail there too.
Otherwise, though, I just rendered out the frames as .PNGs or something and made them a .gif in photoshop.
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, spline,
153 Posts,
Join Date May 2011,
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