Great sketch. I’m interested to see how this turns out. For the fur you might want to try a script writin’ by eeshlo. It’s some of the best fur i’ve seen in blender. you can find it here http://www.stormpages.com/eeshlo/otherBlender.html just scroll to the very bottom.
I’ve been experimenting a lot those days on how to texture my rat.
Of course I’ve also worked on the set and have modeled the work coat but I’ll post pictures of them later. I need to model the hands and head but that will be done in a couple of days.
Here you can see a first test for fur ; RipSting’s Fiber 1.3 was usefull ( thanks a lot RipSting ). I will remove some hair on the feet and use some lighter texture for the upper feet and the tail.
Next step will be the testing of several colors for hair.
I’ve used a procedural texture and I’m pretty satisfied with the result.
Promise I’ll take care of the tail later, as I said in my post.
I just had an idea : I’d like to make a material library with several pieces of fur, but I used a texture plugin and I’m wondering if I can redistribute it with the blend or do I need to point a link to it ?
After a vacation for skiing, I’m working again for the contest and my scene is nearly complete.
I’ve posted a wireframe of it if you want to see the pic, just go there :
I intend to spend one more week on modeling, then i’ll work on the textures and lightning. Maybe I’ll try some radiosity for the set although I’m not very familiar with this technique and have never obtained outstanding results …
I had to cut the edges of my sketch to display it on the site, but there’s a Blender manual next to the Python one indeed !
I’m definitely going to render the pic in Blender because of rendering times : the rendering of a 1024 x 1024 takes about 16 minutes due to the large amount of faces (the fur). So raytracing is banned for this round.
For the modeling, I usually start with a low polycount uv sphere subsurfed or sometimes a cube, depending on the shape I want to achieve. The job then is moving, extruding vertices and sometimes reconstructing of some faces, the goal being to end up with quads only.
I keep the subdivision level on 1 or 2 and when I’m pretty satisfied with the overall shape, I convert to mesh and fine tune the position of the vertices (the PET is usefull for that). That’s all.
Thanks to other blenderheads too for your compliments, it motivates me a lot to kick Maya and 3ds Max asses !