I had the chance to work on this poetic short film directed by Vincent Joubert : Fred - Les Contes du Rêve-Minuit. I have designed, modeled, textured and shaded the small insect you can see at the beginning of the movie.
It was an opportunity to try a new techniques for sculpting the high frequency details using python. It might be a bit overkill, but I really like to explore new way of doing things and I’m pretty sure could be use for many other purposes as well.
Thanks to Vincent for his trust
You can see more images on my artstation :
ArtStation - FRED - Insect, Laurent Boucher
Here is the full shortfilm :
FRED les Contes du Rêve Minuit - YouTube
Hope you’ll like it !
Very nice model and interesting technique as well, haven’t even thought you could sculpt with python, but then I’m not a programmer so. So good work! Will be watching the short when I have time
Love everything about it. Colors, details wow
Amazing fidelity. Wonderful scene.
I featured you on BlenderNation, have a great weekend!
very nice work. Good job with the detail, focus, and greenery is very realistic. I like it.
Very good job.
You’re on the #featured row!
that first shot is simply gorgeous. Outstanding work on the insect! Love the sculpt and colors. The environment is fantastic as well, congrats to all involved.
Wow Thanks everyone for the warm messages
And a huge thanks to @bartv for featuring my work its so much apreciated
@Tell : I’m also not a programmer, but I’m trying to learn python on my spare time which allows me to try this technique. But to be honnest since @pablodp606 implemented the Cloth bursh in Blender, introducing a more ‘simulation’ approach to sculpting, It was a game changer. I do beleve that implementing more dynamic way of sculpting could make blender so unique :
- Poisson disc → is more usefull than a ranom distribution as it ensure an even distribution witout clumps. It could be useful for Skin pores for exemple
- Reaction diffusion → This pattern can be realy tedius to sculpt by hand but it is easier to compute
Using my python script allows me to achieve the result that I wanted, but it is far from being efficient and requires many iterations. It is not interactive enough.
Here is the process :
1- I’m painting my density map, than I run the script that require some time to compute.
2- I’m looking at the outputed height map and I try to evaluate if the output is good enough. If it looks good I’m contrinuing to the next step, otherwise I’m going back to step 1
3- Importing the heightmap to a sculpting software, and most of the time this is when I really realize that some distribution doesn’t work well, ( too dense or not dense enough). Same here, if the result is not good enough I have to go back to step 1
So basically to really be efficient it would have need more interactivity, and being able to see the result on the mesh itself instead of on a flat texture.
The cloth brush it really good for that because the simulation happens on a limited zone and the defomation is visible after few miliseconds.
I really Hope that Blender developers will go a bit more in that direction in the near future
Amazing work! branch, composition, materials, lighting, love it all!
This looks gorgeous, congratulations!
Amazing model and render.
absolutely incredible work! May I use this as my computer desktop?!
Oh of course please help yourself, I’m flattered