Today I started to work more on the fox. I worked on the basic shape of his head, and his “decomposing” body.
I am doing tests to make the filaments of light. In the splashscreen are many curves, with many vertices. I wanted to try to make bands of polygons, where I just draw the lines on them. I think I’m on the right way.
For the deer antlers, for the base I reused those I had made for another project (https://www.instagram.com/p/B8MTmYmq9ei/)
Then to better resemble the one on the splashscreen, I collected spikes to scatter them on my deer antlers. I will use this base to resculpt them.
after a few tests, I will use this technique. I will have to pay attention to the intensity of my lights, because the bake does not retransmit exactly the same lighting. But I’m happy, because it works
Instead of spreading life and light like the deer, my fox will spread desolation. I will take several plants from the splashscreen (transform them into a stylized version) and add dead plants, brambles and poisonous plants.
Finally I decided to remove the puddle. It’s an element that I really like on the splashscreen, but it doesn’t fit with my artwork. My fox is supposed to wither things in its path, and water is the source of life. So it didn’t match.
I decided to make brambles that come out of the fox’s paws. I used the curve tool, in draw curve, then I modified the radius of the curve. I transformed them into mesh, and I scatterized with BagaPie the small peaks.
This is looking so good!!! Have you played with the 3.3 hair yet, in regards to the wispy tendrils? I messed around with it yesterday and now that it’s got Geometry Nodes support, a savvy noodler can make alpha hair card tendrils pretty quick. Make sure to get it on Sketchfab by Thursday, September 15, and tag it #bcon22challenge
Hey! Just a quick reminder that there’s now less than 12 ours remaining to wrap up your challenge entry - submissions close at 2022-09-15T21:59:00Z, GMT+1 (click on the link for some international times).
If you haven’t done so already, please review this post which contains some essential information for preparing your submission.
At the very least, upload your work to Sketchfab as soon as possible and add the #bcon22challenge tag.
It’s also a good idea to add a link to your WIP topic in the description of your Sketchfab model so we can easily find it.
I’ll also keep a close eye on the FAQ topic today, so if you have any issues or questions please post it there as soon as possible.
For the background I drew other bushes to have a little atmosphere. And planes with trees. As I don’t have a sketchfab pro account, I had to “cheat” to import my own hdri. I created a sphere with the normals inverted, so that it is always visible, without hiding the scene. She has a small emissive shader with my texture, and voila!
Here is the final post,
It was really a challenge for me! I was able to discover many tools. I had never baked directly on Blender, I usually work on Substance. I’m not going to lie, it was laborious and especially long, but the result is cool! As well as for the sculpt of the tree and the rocks. It was really not easy. I really got out of my comfort zone, I’m not used to doing assets in a stylized style, but also for textures, where I painted a lot.
I was really stressed about the bridge with Sketchfab, I purposely worked all along with eevee to have a real time result.
And I’m really amazed and happy with the ease of exporting to sketchfab. It’s really great that it includes the .blend file
I realize that I could have been much more generous with the number of polygons. I was really worried that it would run slow . But no ! Good to know for next time!
I would like to congratulate all the participants for their wonderful work :). It’s really great to be able to see everyone’s creative process.