baby dragon โ€“ 14

i can imagine, my dear readers, that you start to think i gave up on my game project… it just looks like that from the non existing blog posts… but the contrary is the case ๐Ÿ™‚ i am very busy, and making progress. i finally got a very difficult script to run *difficult for me as a bloody beginner, that is*… and, i got the idea that my game needs a second character. so, i jumped into blender, turned on dynatopo and had some fun roughing out the first design ๐Ÿ™‚ this kind of sculpting still works much better in blender than in zbrush, dynatopo is so much superior with it really being dynamic…


i kind of like how he looks right now, i think he will complement baby dragon well ๐Ÿ™‚ please stay tuned, even if it takes me so long to make my game …

as a side note… i got worried that my game has too much graphics already, so i put a framecounter, and am glad it turns out my beasty machine gets 65 frames a second. so i assume it will run fine, once it it finished,,, at least if i not add too much more graphics, that is… lol… fun !!


weekendfun – portrait

today i downloaded the new blender, and thought it is good to test it. i was curious about the promised speedboosts… the first disappointment came when i noticed that opensubdiv seems not be implemented for macs ๐Ÿ˜ฆ … well, sigh… then i decided to sculpt something to see how it goes… so, a portrait, of a person that could not be sculpted in zbrush ๐Ÿ˜‰


about 2 hours in, dynatopo, likeness is not too good yet… can you guess nevertheless? …

the performance of blender seems be fine. however undo in sculpt mode are even slower than before ๐Ÿ˜ฆ … and, even worse, they changed the behaviour of the brushes,, not to the better i must say. i wish they had let in the old brushes, as to me it is quite difficult now to get really control over the brushstrokes… furthermore, each brush i need put at maximum strength for that something happens on the stroke. this also was better previously. good is however, that finally the brushradius can me made really huge, this is good for posing the sculpt and works fine…

which animal will this become?

as some of you, my dear readers, like to guess who this might become in my portrait works, i thought you might like guessing also which animal this will become… i did not sculpt the complete skeleton, obviously, but only the main masses and forms of the skeleton that will be essential when sculpting the surface… one tip for guessing, as i think it is very hard: not much of the actual animal forms are really visible, lots of it is hidden under … well, i cannot tell you that, otherwise you know which animal it is ๐Ÿ˜‰ i would love to hear your guesses in the comments ๐Ÿ™‚


haeckelโ€™s artforms of nature โ€“ 07

today, i sculpted a jellyfish like form and it was a lot of fun! i began sculpting it in blenders dynatopo, since i found that blenders sculpting supports radial symmetry ๐Ÿ™‚ and, amazingly, this radial symmetry made that i could sculpt it upto 2mill polygons in dynatopo before it started to lag..:


then i brought this to zbrush, and asked for zremeshing … lol…. i required 50k polygons… lol… well, zbrush calculated 5 minutes, and came up with a great retopo, with 200k polygons. i said ok, subdivided it upto 12 mill polygons and cleaned up, and added detail. sculpting 12 mill polygons are no problem at all in zbrush,,,… 12 mill polygons sounds a lot, and it is, but even with that i could see some stretched polygons, it was barely enough polygons… but, it looked great. then, i decimated in zbrush, it took again 5 minuted to process the beast, and i decimated it down to 600k polygons ๐Ÿ™‚ and, amazingly, it still looks like the 12 mill mesh, even on closeups… so, i goz this back to blender, and there is a first render of that beauty. please, enjoy!