(Dinosaur Contest) Jurassic Park Raptors

Hey… so I dig dinos too and thought I’d do the competition thing, even though it doesn’t seem many people are doing it. It also gives me a reason to do a bigger project in Blender in my free time.

My idea is this… I will model a couple dinos, record live action in the woods behind my apartment, and then composite all together for a cool shot. That’s the plan anyway.

Here’s the first dino: I’m going with a Jurassic Park 3 style raptor. I may duplicate it and have two attacking something or just messing about in the woods.

My problem is sculpting. My laptop is already having a problem with almost 200k polys. Any advice on how to speed it up will make me happy. Below is a screenshot of my dino and comp specs.

Acer Aspire 7551
AMD Phenom II X4 N970
ATI Mobility Radeon HD 4250
4GB RAM

Updated Versions


Attachments


That’s 200k polys? It looks really high detail for that few. My carnotaur mesh has 1 million+ faces and not much more detail than that.

I’m going by what it says at the top: Faces 193,194

I’m also not used to multires modifier so I have no clue. Like I said, I don’t normally use Blender for sculpting, so this is my first go about it on a full project.

I’ve seen your carnotaur and have to disagree with the detail you’re referring to.

I think using GLSL shading with a shadeless material and a matcap texture is actually faster than the default shading. It might depend on your video card.

Really? I thought I heard the other way around. I read somewhere or something that you shouldn’t use a matcap to sculpt if you wanted better performance. I could always try it.

Yes , it’s really slow don’t use it .
Kris looks nice your dino , i will post my dino too :).

pd: I will do something with dinos too maybe a series hehehehe .
Nos vemos

As in, more or less detail?

Thanks to Alek’s tip on turning on fast sculpt, it’s easier to sculpt now. I’m playing with wrinkles now in the skin on certain parts before i continue across the whole model. Then I’ll move onto scales and what not. Just trying to figure it all out right now. :slight_smile:

Nice avance Kris , it looks lke Zbrush whe you hide part of the mesh , i miss that feature in Blender :'(.

Hasta luego

What do you mean? This is all Blender. When in sculpt mode, I just press H and hide parts of the mesh I don’t want. It helps sculpting much easier in Blender. Unless you’re talking about something else. :smiley:

Yes, i know it’s Blender i can see kris , i talked about a feature de Zbrush that Blender doesn’t have yet .

I me gustaria ver mas avances :)-
Happy blender

Not sure what feature you’re talking about. I’m pretty happy with the hide feature inside Blender already. Here’s an update of the raptor. No scales yet… still working on the underlying muscle and skin folds here and there.

Ciao!

I like you monster, it’s amazing :slight_smile:

i don’t want bother you but…how in the world do you do the scales???

Ciao. Thanks. I plan to do the scales by using alpha maps and sculpting over them. I was going to sculpt them all and not use alphas, but I don’t think I can get the resolution needed on my com to do that. We’ll see. I’ll try a go at it this evening.

This is coming along great! Has a really good sense of weight in the forms. Will be following the progress!

damn! you’re good!

oh well! some competition at last… and may the best blenderhead win! :slight_smile:

to battle!

This looks great! Awesome use of Blender.

Hey, thanks guys. I appreciate the comments. It helps keep me moving forward.

@ChrisSkinner - I checked out your site. I dig the mograph stuff and other things you got on there. Nice work, man.


Ok, I decided against using alphas. It’s overdone, and it doesn’t help sell the model well. Besides, I’m pushing Blender’s sculpting tools to the limit here. I’ve started sculpting in the skin, scales and such now. No alphas. No way. Keep in mind this is just roughing it all in. It’s not close to done yet.

A little more roughing in the hands and such. A long way to go yet.