I ditched the old wings and started from scratch, changed my technique a bit, too. Here’s the result:
and another:
Also began work on the hands. The nails curve up a bit, and the fingers may look stiff, but I’m hoping all that can be fixed when I pose the hand.
Here’s a shot:
And another one:
Comments? crits? suggestions?
…anyone?
(it seems no one’s interested anymore, so maybe I wont’ post again until it’s almost done… :-? )
Good progress on this model.
Sure we’re interested … we’re also lazy.
I like the claws and the fingers. I think you might want to work more on the hand itself and the wings. What I liked about the old wing is that it was un-even and looked more creepy. The new one is very clean, but begins to look a little cartoonish. You can keep the new wing, just add in some irregularity. You might want to try some noise on a copy of the wing mesh, maybe that will give you the right effect. Also the wing would look better with a thinner spine.
About the hand, I like the ridges on the back of the palm - you should try just raising a few central vertices in proportional editing mode to make it less flat over all. Also the palm itself (facing downward) might look better if it were more concave - again a bit of proportional editing might help.
Hope that helps, and don’t be disheartened by the lack of many replies … there is that whole laziness thing to consider.
Keep going.
When I make a bat wing, I use my own hand as a reference,…It is basically the same structure, but with the fingers being elongated and webbed. The thumb would be the little claw at the top.
Tried to have more progress this time. Worked some more on the hand, here it is, although i did even more tweaking after this render. oh well… and I also gave it bones. I LOVE how blender now automatically assigns vertices to bones!
It looks better with the fingers slightly curled. Will post some poses (and anim?) when I get them done.
Here’s the foot:
yeah it’s open on the top because I haven’t attached it to the body yet.
yeah that’s one part of interpreting the descriptions i never took too literally. I’ve seen some (non-CG) art inspired by lovecraft, and some of the cthulhu stuff literally has a squid stuck on top of the neck! %|
I always thought it was only supposed to be slightly squid-like,mostly because of the tentacled mouth.
oh well…
here’s some more stuff:
Merged the wing to the body:
Merged the foot to the leg, and made improvements on the foot:
it could still probably use some work, but it’s getting bettrer and i’m tired. time to go sleep soon <yawn>
The model is looking great, and that’s a feat considering i’ve never heard of lovecraft, my only question is, when do you have all this random time to be modeling?!?!?!
thanks.
i don’t have that much time!
an hour here, a couple there… been working on this for over a week, very slowly. if I spend too much time modelling all at once (several hours for a couple of days) I risk getting sick of the project and dumping it completely. So I just do a little bit now and then. Before this project, I hadn’t modelled since june (the summer and most recent semester were both insanely busy).
OK, so I added some bones to the whole body, and have now posed it. The pose is the idol pose.
Here you go.
As you can see, I am getting some trouble with the mesh in the shoulder area. I may have to redo those vertex groups by hand perhaps… I used the auto-groups, and it worked ok, but did not work as great for the whole body as it did for the hand. Anyone got tips for shoulders in general?
also, I have a question. I noticed that now in Blender 2.30, you can designate a bone as being a “neck” bone, “hand”, etc… what exactly does this do?
I’m not very sure (sorry, Armatures and rigging are not my strong point…) but I think someone said that it has something to do with auto assigning vertex groups to bones… So let’s say you have a vertex group named “neck”, you just select “neck” over there and Blender does the job for you, or something like that (in case I’m wrong, please someone correct me…)… I’m not even sure if this thing works (haven’t tried it and don’t have time to…)…
can we see it??? I’m curious[/quote]
I’m not sure if it would be a good idea to post my work in your thread… I would like to be very sure, that I will not offend you in any way, before I post it…
I wouldn’t mind too much, although you could post it in another seperate thread if you’d prefer. I really would like to see it because I’ve found it to be challenging in that it seems to be that the descriptions in the books are always slightly different, leaving much room for interpretation. I’ve seen some other related artwork, but never CG stuff.
Well, I’ve been working around a problem with Radeon 7000 (it didn’t start affecting blender until last week :(), so it’s slow going…
have fixed some of the problems with the shoulders. I think it was just that the auto-assign for vertex groups doesn’t work too well with large, complicated meshes, or armatures. at least it still worked fine with the hands %|, though I ended up redoing most of the vertext groups for the spine, neck, shoulders and upper arms.
It still doesn’t look right. Maybe it’s the mesh… maybe there’s too many vertices in too small a space… I’ve done verylittle character modelling up until this point, but slowly it’s getting better…
anyone else got tips for shoulders? (really, most of the mesh bends and deforms fine. the only problems have been with the shoulders, and a bit of the neck)
comments, crits, suggestions?
my graphics card has been cooperative lately, so i’ve gotten some more modelling done. did some more work on the shoulders, they look better now, still not ideal.
also added some colour!
here’s a mug shot for ya
(comments|crits|suggestions)?