It’s been a while since I’ve used Blender, but I got bored the other day and decided to pick it up again. I decided to model a Brontosaurus Rex, a prehistoric chimera with the head of a Tyrannosaurus Rex and the body of a Brontosaurus(or Apatosaurus, to be scientifically correct). The inspiration comes from my former history teacher, who said that it was his favorite dinosaur(obviously oblivious to its nonexistence).
Reminds me of a film director I once worked with. We were trying to figure out how to (logically) get the main character together with the love interest and circumstances were totally aligned against that happening. The director said, “Why doesn’t she just drive up, throw open the door and tell him to get in?”
We (my co-writer and I) asked what the logic was that lead her to do that since she–at this point in the story–didn’t know he needed help, didn’t–in fact–know he was in trouble and worse: didn’t even know he existed! The director said, “We’ll explain it later.”
To which we asked, “And what is the explanation?”
He said, “I’m sure you’ll come up with something.”
And he actually thought he’d solved the problem.
And the really funny thing? Since that day, I’ve been astounded to see this exact scene play out in movie after movie, dozens of examples of one character driving up, throwing open the door and yelling, “Get in!”
It’s an interesting idea, but then it would become a “Brontostegosaurus Rex” I guess. It’s a bit late for that anyways since I’m already on the texturing stage.
I baked a normal map out of the sculpt and brought the model down to about 37000 quads. Now to begin texturing.
So I was wondering why the normal map looked so unsightly, and I realized that I forgot to select “Normal Map” in the image sampling tab, which I then fixed. However, after beginning to paint a preliminary color map, I got some rather conspicuous seams which aren’t present in texture paint mode. Any ideas on how to fix this?
It’s possible the seams are filtering issues, luckily, the merge of Psy-Fi’s paint branch now allows you to resolve this by adding an adjustable ‘bleed’ variable when texture painting (ie. the texture continuing beyond the edges of the UV face islands, the paint mode in 2.71 has the textured bits terminate right on the line).
So, you can grab a new build and see if the texture bleeding helps you.
Thanks for the tip, Ace Dragon. I didn’t download the paint build, but I filled the non-UV parts of the texture map in GIMP with a dark brown which ended up fixing it.
Thanks! The proportions are based off of a Supersaurus skeletal reconstruction (I preferred the look to that of an Apatosaurus) (http://scotthartman.deviantart.com/art/Thunder-Lizard-size-comparison-377926032), so I’m pretty sure the proportions are okay. The Tyrannosaurus head certainly added some mass, but I also elongated the tail accordingly while modeling.
Why wait until you get better to model Godzilla and Clover? Jump right into it and you’ll enjoy it a lot.
So I decided to finally learn rigging(I’m long overdue), and I am currently in the process of rigging the B. Rex. Although the rigging isn’t finished, I got bored and used the Rex in a camera tracking test:
The test was mainly just for tracking, so the lighting, materials and animation are pretty sloppy.