bird of prey - sculpting test

September 4th, 2008 by andy

long time no image!

this model has been lying around for a couple of months, it actually started out as a sculpting test during peach in amsterdam. this week i decided to finally get my act together and finalize it.

this is not a dinosaur.

since i didn’t have the powerful 8 core / 8 gb memory monster machine i had in the blender institute, i had to cut back one level of subdivision. which is not too bad since the surface texture does a decent job of providing addtional detail. here’s a shot at the highest level, with no textures:

the model and the concept around this image evolved quite a bit, here are a few of the design stages i went through. eventually i decided the model is powerful enough (and me being too lazy…), too much environment surrounding the scene would only distract. so that’s why i opted for the “simple statue” type of shot.

this was an early textured version, can you spot the barcode? i had a lot of fun making the skin look less reptilian and more like a mammal.

a test with blender’s fluid sim and a screenshot of the final scene. the workflow for the model was pretty straight-forward. i first modeled the creature in subdivision surface which i then detailed in sculpt mode. from that i extracted a high dynamic range displacement map which was projected back on the original model (also including an armature for basic deformations, extremely easy to set up in a matter of seconds thanks to heat weighting!) the model was posed, lit, shaded, rendered and composited in blender.

thanks for watching,

.andy

10 Responses to “bird of prey - sculpting test”

  1. malefico Says:

    Oh nice… maybe it’s time I finish my dragon…

  2. Gianmichele Says:

    Wooo, very very nice. What are the rendertimes of this beast ?

    -Gian

  3. bassam Says:

    You rawk!

  4. Lenoxmo Says:

    Hi andy

    I put some information of you and your work in my page coz your work is so intresting.
    i want to ask u if u can give us some time for making u an interview for a magazine(in spanish) for asking you some questions of blender. (A magazine that is just starting)

    We want to contact u andy, i hope u give us positive answer to free software lovers for some questions , thats all :)

    If u want to,i let you my e-mail (sorry the english)

    Lenoxmo

  5. andy Says:

    Gianmichele: rendering times were approx. 27 mins at 2560×2048

    Lenoxmo: thanks a lot! wrote you an email…

    .andy

  6. JiBZ Says:

    Cool work Andy! =]

  7. DingTo Says:

    Awesome work andy. Really love the model.

  8. Danny Says:

    Sorry chief, just a quick question: when you say you detailed it in sculpt mode and extracted a displacement map, are you saying within Zbrush or is the entire process via Blender?

    If it’s all Blender, are there any handy tutes on the sculpt/normal map workflow getting around?

  9. Owen Says:

    Cool but how do you make the “cloth”

  10. chris rodriguez Says:

    hey i was looking on the site and i was viewing your video and was wondering what kind of system you have to handle all of thoes pollygons

Leave a Reply