tried making a procedural material for the twig, but wasn’t satisfied with the result and ended up drawing a seamless texture in krita (using bark images)
procedural / image texture :
That looks really cool! The scales look great, and I’m interested in learning how you did them. Did you use an array modifier, geometry nodes, or something else?
I placed scales on the head manually, and as for the body, I actually borrowed the technique from this timelapse: https://youtu.be/33KrPbStjcc?si=1z3t8MhJUrzyZAYB.
Arrange the scales like this:
Ahh, okay, I’ve seen that technique before. I want to do Dragons with scales on them, and I’m hoping to find a method to automatically place scales on less… uniform body shapes. Using a simple array modifier makes sense for your bush viper since snakes have a simple body shape that just tapers into a point at the end.
It’s not perfect though, combing curves (hair particles) doesn’t work as expected on some areas of the mesh (faces that are directed along the positive Y axis have to be combed in the opposite direction)
That’s so cool! Thank you so much, especially for including the .blend file. I’ll definitely look at how you set it up and whenever I get to making those aforementioned Dragons, this will definitely help.