Watched the video and very interesting to start learning blender 2.8, I have a bit of experience in modeling with blender already but using this chance to start exploring and learning how to work with blender 2.8
WEEK 4 - Learning more - Dragon head sculpt
Well was a busy week so only had today to work on the homework, since sculpting is what I have less experience when modeling decided to go and try sculpting a mosnter from scratch, originally I planned to do the whole body but was jsut no going to happend, so limited myself to the head, and tried playing around with
a few things.The model is mostly sculpting, but used poly modeling for the tetch the tongue and the little membrane.
I also planned on using particles to make like a feathery mane on the back or put some scales with curves and array but was not happy how it looked, still was nice to try may use them in the future.
The quills/feathers done with particles
I do need more time to get used to sculpting, specially from scratch
Stuff like theeths and spikes, are a lot easier to do on poly modeling, and maybe use multirez to sculpt detail on them later on
WEEK3-SCULPTING MELVING EXCERCISE
Tried my hand at thesculpting homework, sadly there was a ton to do this week and had some problems with my hardware but things working now, sadly there was no time to try the extra, but will try have it done before the stream if I find the time.
For Melvin I decided to sculpt the body but I made the fangs and honrs with poly modeling and positioned them, used blender 2.79 for the sculpt and render
WEEK2-SPIRAL STAIRCASE
I went for a victorian spiral staircase, working a lot with modifiers to try get things done with them as much as possible, I started doing the volumes with more basic shapes to get the overall look and proportions and after that I sketch up the details looking at references, and started putting them in.
Ended up cleaning things a bit, and adding some end cap meshes to close things up, so I can adjust the number of steps and blender will do the work, also adjusted the spiral vertical bars to not use so many polygons.
One thing I made use of was vertex groups, this way I could put objects I had separated before inot a single entity, and add a modifier that only affected a part of these, sadly this does not seems to be working very wellwith the solidify modifier at the moment.
Also went a bit overboard playing with lights and animation to get a nice scene for it.
Here is a Turnaround animation for the spiral staircase, I should have used less frams so its a bit heavy: Spiral Staircase Turnaround
Blender file: Spiral Staircase blender File
Final render of the stairs with the sketchs I used for making the patterns based on references I was looking at.
Different views on a little scene I made to test out EEvEE rendering and the different options, and to get a good look at the ful ldetails on the stairs
Observations:
-The lack of being bale to see the effect of modifiers on edit mode made this much harder thna I expected
-For wirefrime view apartently you can turn on hidden wires on the views menu.
-Wonder if the developers may add the option to use a modifier on a collection, that could be very interesting and save time on several items sharing modifiers, but not all of them, maybe just add a "collection modifier" modifier on each object on the colection and you can change its order on particular objects.
-The end and start cap on the array modifier are a bit weird, I had to put the start cap on the end of the section and the end cap on the start, thats not very intuitive.
-Open GL render to get the turnaround on the viewport worked very quickly and with nice results, also no crashes, but since I have subdivision surface do a extra subdivision on rendering, I did a full render of the turnaround and crashes 3 times in the process, lucky I was rendering the image frames so was not a hugel oss, but its still very unstable atm.
-Added a glass material, and the default option is for it to cast shadow and blocks all the light, had to change the option from opaque to alpha blend in options to get he light trough.
WEEK 1-MORNINGSTAR
So I went wiht somehting simple, a morningstar with primitives, the spikes where done quite simple with cones and cilinders, first selected the sphere and used the cursor to selected to create a cone at the center ofthe spere, then grab it in z to take it to the top, selected this and set the transformation to the 3D cursor, that way I could rotate the spikes around the sphere surface easilly.
I planned to do the chain links with a torus by adjusting the segments but sadly the torus is not working in the current release of 2.8, so I used a cube and a bolean to punch a hole trough it with a smaller cube, after that is only a matter of positioning the links.
things I learn
-The outline option on the shading is quite nice, too bad you can not set the line width
-on evee you have to turn on screen space reflection for glossy materials to reflect things, otherwise it shows no reflection
-the viewport render is now under the view menu -> open gl render
I did open gl render of 3 different matcap settings, flat with blue oulines, comic style matcap with white outlines, and the red metalic matcap (I edited them togheter in clipstudio)
Also did a render on evee using a simple metalic material and a second material non metalic for the handle, for the floor I used a plane and on texture just set checkered and adjusted scale
@theluthier THANKS, and sure go for it, I m really happy that it may come in handy for the class.
And yea I have no idea how to propose such a thing to the developers so I would be glad if you could help me pass it on, they are already quite busy but who knows maybe is simple enough for some developer to work it out
Damn what a strong expression Melvin has. You can feel the action in there
Good work on the Melvin sculpt, I love it when people give different interpretations of him. Keep it going!
n647 Look at that primitive cube! I had to double take to make sure it wasn't the default cube 😅
Your other primitives look great too. Using mesh modeling alongside sculpting huh....well that's perfectly fine. It's much more efficient to model the horns and teeth with polys than with sculpting. Overall Melvin turned out very well. An A in my book 👍
@theluthier thanks, was really good to see how how dense the geometry in some parts affect when smothing things out and moving things
And well sadly was a bit tight on time for this homework so I went for that mix, is jsut tryign to be efficient with my time
ok updated the homework for week 4, was not happy with the renders, I fell like the back hons should be bigger
n647 I really like the dragon head. The creative lighting is very dramatic. Your sculpting is squeaky clean. Beautiful work.
n647 Dang, that's amazing, looks like it belongs in a game. Not sure if you have a desire to be in the industry but if that's the quality of work you're putting out you got a bright future ahead of ya.
n647 Very characteristic is that dragon's head, I would not think that you have less experience in sculpting.
Or, seeing your ability wit so cleverly modelling with modifiers on Week 2, maybe I understand what you mean. As that was so brilliant and a lot of us will remember to that spiral staircase
n647 I love your style in the sculpt and it's very very clean. You really nailed it with the shading and lighting also.
n647 Ahh yeah, that dragon bust is 🔥. Awesome form, style in your sculpt, colors and lighting. PLEASE sculpt this rest of this dragon and post it in the gallery 🙏
It's an A in my book!
thecabbagedetective Thanks, well I would not mind getting into it, but there still a lot to learn from me, for now I just want to learn more and be able to bring some of my 2D drawing to 3D
n647 Oooo a 2D artist, I'm jealous. Always something I've wanted to do but I just don't have the knack (here comes the money) for it yet. Impressive balance of skills!