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c-compiler — Torosaurus - base model 20141118 by-nc-nd

#blender #ceratopsian #development #dinosaur #game #herbivore #lowpoly #torosaurus #basemodel #prehistorickingdom
Published: 2014-11-18 21:35:11 +0000 UTC; Views: 1901; Favourites: 17; Downloads: 0
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Description Ok, I think some time already passed and I should probably show you my actual modelling work for Prehistoric Kingdom .
Here, we have Torosaurus latus in all its glory. Of course, it needs some details, which will be visible after the sculpt, but if you know me, then you know I always need a starting point

Modelling wasn't always a fun due to my problems with its feet and I'm still working on its head.
Many thanks for you all
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Comments: 13

DOTB18 [2014-11-27 19:29:14 +0000 UTC]

The nose horn should sit a little further up the snout, the brow horns need to be straighter and angled more forwards, and the frill needs to be much broader, like so www.paleofile.com/Dinosaurs/Or….

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c-compiler In reply to DOTB18 [2014-12-02 00:43:20 +0000 UTC]

Thank you for your suggestions. I'll make some time later a new render of the changed model, but this will take a while.

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DOTB18 In reply to c-compiler [2014-12-02 01:15:51 +0000 UTC]

No problem.

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Mr-Tea-Rexx [2014-11-24 03:19:49 +0000 UTC]

you really should sculpt them first and learn dynamesh = no problems

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c-compiler In reply to Mr-Tea-Rexx [2014-11-25 00:07:21 +0000 UTC]

Sculpting sounds like a more intuitive way to get the shape of a 3D character, but there is one big thing, that worries me: how do you turn that nicely sculpted, maybe detailed mesh with thousands of polygons into a mesh, which you can texture and animate? 
I just don't know it and I've been always wondering about how those, that made their models with zBrush, made them ready for a game.

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Mr-Tea-Rexx In reply to c-compiler [2014-11-26 13:52:44 +0000 UTC]

Sculpting is faster and you get every map from the sculpture, game studios use this method

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c-compiler In reply to Mr-Tea-Rexx [2014-11-28 16:54:50 +0000 UTC]

Interesting to hear for someone like me, who never got in contact with game studios and their work flow.

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Mr-Tea-Rexx In reply to c-compiler [2014-11-25 02:58:42 +0000 UTC]

after you have sculpt the basic forms and the details into the mesh you texture it then retopologize it and bake the sculpted version to the game model, by baking it you bake across the normal's, textures, height, dump etc, when retopologizing you can make the mesh more animator friendly because you have a model to go off and and not a reference image  

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c-compiler In reply to Mr-Tea-Rexx [2014-11-28 16:52:02 +0000 UTC]

Thank you much for your explanations there, that are very interesting to hear, because I never used zBrush.
Well, I think I have to try out this work flow first on a different model, which is not intended to be a PK model due to Blender is not zBrush hence I've to find out if this is applicable in Blender and how far I can come with this method.

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warrior1944 [2014-11-19 14:12:07 +0000 UTC]

Good start there and yes that will be the base for later better models and it will in the end look great I´m sure

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c-compiler In reply to warrior1944 [2014-11-23 20:03:22 +0000 UTC]

Let's hope
Maybe I'll take a closer look to ceratopsian heads as I did today and made the head more slender in shape.

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SylxeriaGuardian [2014-11-19 00:31:48 +0000 UTC]

Prey!


And a very nice model so far too! Can't wait to see the detailing stage

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c-compiler In reply to SylxeriaGuardian [2014-11-21 22:32:35 +0000 UTC]

Yummy, but probably not that, what an Allosaurus found on its menu, except the Allosaur did some weird time travel and ended up in the Cretaceous like in this picture fav.me/d5enoj9

Thank you much and I'm glad to hear you like the base model. Some of the dev team are complaining about its head, but don't get how they visualize this animal in their mind.

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