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3 Dimensional Chat / Kira's 3D Compo WIP

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Kira Vakaan
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Posted: 4th Jun 2010 09:57 Edited at: 4th Jun 2010 09:58
I'll post all of my compo entry updates here.

I'm working on a big, scary dragon as my entry. Here's what I have so far!



Crits and comments welcome!

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Quik
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Posted: 4th Jun 2010 10:03
NOO! KIRA!!! DONT KILL ME WITH THE DEATHNOTE PLEASE!!

looking very solid imo^^ very nice, will be exciting to see this develop^^


[Q]uik, Quiker than most
Kira Vakaan
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Posted: 4th Jun 2010 10:14
lol, relax. It's... all good..?
Thanks for the comment. I'm also interested in how your guy's gonna turn out.

Hassan
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Posted: 4th Jun 2010 10:58
Awesome! with a normal map for the skin, this could be really amazing

Camouflage Studios
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Posted: 4th Jun 2010 14:07
Nice, make check out the tutorial on blendercookie.com on how to make a scale alpha for sculpting and you should be set

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CoffeeGrunt
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Posted: 4th Jun 2010 16:38
zeroSlave
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Posted: 4th Jun 2010 18:48
Looks awesome, Kira! Kind of reminds me of a velociraptor if it had evolved into a dragon!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Kira Vakaan
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Posted: 4th Jun 2010 19:27
@Camo: Friggen YES! This is exACtly what I was looking for. Thanks a bunch. I was debating about whether to try to hack out some kind of normal map by hand or model them on there, but this has answered the question for me!

@CoughMist: Thanks! I looked at a couple raptor heads to help me with the sketch

Kira Vakaan
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Posted: 4th Jun 2010 21:43 Edited at: 4th Jun 2010 21:43
Started fleshing out the body.



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Camouflage Studios
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Posted: 4th Jun 2010 22:09
Woah calm down there bud. Glad you found it useful. The dragon is looking pretty solid keep it up

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CoffeeGrunt
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Posted: 5th Jun 2010 04:29
Kira Vakaan
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Posted: 5th Jun 2010 09:02 Edited at: 5th Jun 2010 09:03
lol, thanks

I finished the legs and added enough loops to the neck so I could finally attach the head.



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Azunaki
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Posted: 5th Jun 2010 09:16
you work fast kira.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
CoffeeGrunt
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Posted: 5th Jun 2010 15:43
Kira Vakaan
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Posted: 6th Jun 2010 00:31 Edited at: 6th Jun 2010 00:31
Aw thanks guys

I've added a webbed spine. Thoughts?



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CoffeeGrunt
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Posted: 6th Jun 2010 00:36
Yes! Makes it look alot more reptilian!

Is that blender 2.5 you're using btw? How is it?

Ortu
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Posted: 6th Jun 2010 01:43
I'd look really sleek if the spines curved back more.

I'm looking forward to seeing this textured.


Kira Vakaan
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Posted: 6th Jun 2010 20:32 Edited at: 6th Jun 2010 20:33
@CoffeeGrunt: Yup, it's 2.52 r28964. Since it's one of the more recent builds, you'd have to download it from graphicall.org instead of Blender's site. I love it. It's a beautiful program, especially with its deep integration with Python. Everything makes so much sense to me.

@Ortu: Yeah, I think you're probably right. I'll see what I can do about them, but it's gonna take forever to go in and bend each spine and then make sure the webbing stays inside it. Sigh, such is good art! lol

I've webbed the wings now.



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CoffeeGrunt
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Kira Vakaan
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Posted: 8th Jun 2010 02:12
lol, thanks.

Finally got it UV mapped. Took freakin' forever to get all of the parts properly scaled and positioned.

Attached is the UV layout.



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Lemonade
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Posted: 8th Jun 2010 04:09 Edited at: 8th Jun 2010 04:10
Woah! That's really impressive. A nightmare to UV-map I bet.

Kira Vakaan
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Posted: 8th Jun 2010 04:35
Thanks!

Yep, it was. And now I'm having issues because Blender keeps crashing when I try to bake normals from a really high poly sculpt. I suspect it's a memory problem on 32-bit Windows XP, so I'll try it out on my 64-bit Linux partition in a minute.

Lemonade
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Posted: 8th Jun 2010 04:36
Blender 2.5 crashes on me every little bit too. Usually when I render.

Kira Vakaan
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Posted: 8th Jun 2010 04:38
Hm, really? What kind of scenes does it crash on?

Lemonade
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Posted: 8th Jun 2010 04:42 Edited at: 8th Jun 2010 04:44
Any one it seems. Including the cabin in that thread you helped me with. It doesn't do it every time though. Unless it's a coincidence, it never seems to crash when I save right before I render.

Kira Vakaan
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Posted: 8th Jun 2010 04:49
Well that's just strange. That makes me think it's not a memory problem.. hm, I'm downloading a recent build (r29323) to see if I have better luck.

I'll test it later, but I'll letcha know if I have any luck. Or, if you're interested, I found this 64-bit Windows build. It's really recent.

Lemonade
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Posted: 8th Jun 2010 04:52
Quote: "I'll test it later, but I'll letcha know if I have any luck. Or, if you're interested, I found this 64-bit Windows build. It's really recent."


I might use it, except I need your .x exporter.

Kira Vakaan
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Posted: 8th Jun 2010 04:55 Edited at: 8th Jun 2010 04:56
I recommend having both builds. I have a bunch of builds and I switch between them as necessary.



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Lemonade
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Posted: 8th Jun 2010 04:57
Nice. So could I work on a model in the latest build, then import it into Blender 2.52 and export it with your script?

Kira Vakaan
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Posted: 8th Jun 2010 08:47 Edited at: 8th Jun 2010 23:10
Theoretically. Assuming nothing too groundbreaking has changed in the way that Blender writes .blend files. I haven't really tested it enough to know for sure, but I've brought files from old builds into newer ones with no trouble, and I'm sure the other way around will work too.

And after this compo is done, you won't have to keep r27226.

Edit: The only annoying thing is specifying the default version of Blender to open .blend files with. I always have to do some ftype magic in the command prompt, because I can't do the same thing through the standard Windows interface (for some reason it doesn't distinguish between executables with the same name but different directory paths). I only ftype it out when I know I'll be using a particular build for a while. Otherwise I just open Blender and navigate to the .blend file from inside.

Edit 2: I just tested it on the recent build I downloaded, and I still get a crash. Sigh. BUT, something I just noticed is that when I reopen Blender, it'll last for one good render, often crashing on the second render of the exact same scene. Weird.

Kira Vakaan
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Posted: 9th Jun 2010 22:02 Edited at: 9th Jun 2010 22:02
Update!

So I'm not at all a polygon modelling noob, but this is the first time I've ever used any kind of sculpt tools. If anyone has any suggestions for a sculpt noob, I'm listening.

Keep in mind, I'm going to sculpt in scales/bands over most of the model.



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Kira Vakaan
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Posted: 10th Jun 2010 08:02 Edited at: 10th Jun 2010 08:02
Sorry for the triple post. Maybe I'm updating to quickly.

I've begun the scales, thanks to the help of the tutorial Camo gave me. I think it's coming along quite well!

Crits? Comments? Anything?



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JLMoondog
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Posted: 10th Jun 2010 09:47
Looking pretty sweet. No crits, the sculpting is turning out real nice. Keep it up.


zeroSlave
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Posted: 10th Jun 2010 19:48
I agree. It's really taking shape! The scales add a whole new flavor of win. Good job!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Hassan
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Posted: 10th Jun 2010 22:01
looking very very good! but to be really honest, it looks somewhat "happy", how about some more anger, rage, brutality and possibly fire from his mouth

Kira Vakaan
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Posted: 18th Jun 2010 04:52 Edited at: 18th Jun 2010 04:52
Sorry for the lack of updates. I've finished 99% of the scales (fINally).

Excuse the next couple posts; they are just going to be for images.

@Hassan: Hmm, I've turned down the corner of its mouth just a tad, but I dunno if I completely agree with the "happy" comment. I mean, reptiles don't really have any range of facial emotion, and many reptiles look kinda like they're smiling all the time. Mebbe I'll add fire to the beauty shot.

Here's a top view:


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Kira Vakaan
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Posted: 18th Jun 2010 04:52 Edited at: 18th Jun 2010 04:53
And the underside:


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Kira Vakaan
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Posted: 18th Jun 2010 04:53 Edited at: 18th Jun 2010 04:54
And the side:


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Kira Vakaan
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Posted: 18th Jun 2010 04:55 Edited at: 18th Jun 2010 04:55
And a face detail shot:


That's it for now. Soon I'll detail the inside of the mouth a bit, and then get to the wings and spine.

Crits and comments welcome as usual.

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zeroSlave
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Posted: 18th Jun 2010 19:39
The scales really make the model look nice. It's looking awesome, Kira!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
lazerus
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Posted: 18th Jun 2010 19:45
Grat work Kira! looking espeically epic with the scales now.

Ohh an for uploading images, i reccomend photobucket, ive spammed over 1000 images using it since i came here and its still kicking.

Looking forward to the finale.

Kira Vakaan
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Posted: 18th Jun 2010 21:09 Edited at: 18th Jun 2010 21:11
Thanks guys!

@laz: Mkay, I just made an account. Thanks.

Edit: I do have a bit of web space that I used to upload everything to (like my avatar and the sig some people are using now), but that took too long to use. Hopefully this'll be better.

SpyDaniel
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Posted: 18th Jun 2010 21:29
Definitely voting for you Kira, best model in this contest, well done.

Windows 7 Home Premium 64-bit, AMD Phenom II X4 940 3.0Ghz, 2.0GB Single-Channel DDR2 @ 400MHz, ATI Radeon Sapphire HD 5770 Vapor-X
Kira Vakaan
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Posted: 18th Jun 2010 21:37
Wow, thanks a lot!

So texturing is still a little ways off, but what color should the scales be? I'm feeling a dark red, but if anyone has any ideas/swatches, it's up for consideration.

CoffeeGrunt
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Posted: 18th Jun 2010 22:44
Dark red's too stereotypical. Green or even purple'd look sweet...

Kira Vakaan
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Posted: 18th Jun 2010 22:48
Hm, I kinda associate green with dragons even more than red. But maybe green would be better anyway... I see it in my head.

SpyDaniel
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Posted: 18th Jun 2010 23:19
How about yellow scales and maybe a black under belly area? You don't see many yellow dragons.

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SJHooks
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Posted: 19th Jun 2010 01:30
How about a light brownish color? I guess it depends on what your aiming for, like, if you want a fairy tale type of dragon, then brighter colors would make sense, but more realistic colors, like how we predicted the colors of dinosaur flesh, would be what I'd use. Mainly brownish, or light brownish is what I'm thinking, but thats because I like to have reason to back up any idea... I'm not imaginative. The dragon looks good, I'd just color it whatever a giant, blood thirsty, fire breathing, winged reptile would be

Kira Vakaan
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Posted: 19th Jun 2010 02:21
Ooh, mebbe a brown might be good. Maybe not light, but some combination of brown and dark greens/reds. I shall have to do some sketches.

I've detailed the inside of the mouth. I dunno if I'm done with it yet.



It might be hard to see some of the light detail on the tongue, so I've attached the full resolution screenshot as well.

Anyhoo, any shaping that goes on is sculpting from here on out, so no new geometry will be added. That means I can give you guys some numbers!

At highres, the dragon and all of its parts are at 5,630,464 polies. I'm going to bake this down to a "lowres" mesh weighing in at 922,144 polies so that my computer won't hang itself every time I ask it to render (and so it won't be so friggen choppy in the viewport). Blender's running into major memory issues on my 32-bit Windows XP partition, often crashing before I can get one good render/bake out. I've had better luck on my 64-bit Linux partition, but I usually have to close Blender and reopen the dragon each new render (It seems not to free a lot of memory taken for the previous render). I really don't know how I'm going to bake all of this. I'm probably going to cut the dragon up into little bits, bake each bit, and then compile the bits together into one map.

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lazerus
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Posted: 19th Jun 2010 03:51 Edited at: 19th Jun 2010 03:53
Purple is always nice and blue is just as good.
Entry from a while back
Always love a bit a purple lol.

Always have two colour scheme, Blue + yellow, Red + green Purple red/blue

You can tip the scales that way with the brighter hue, really bringing out the detail.

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