Godot Mascot using SDF

The above was rendered in Eevee using mostly procedural materials. Modeled in MagicaCSG which is just a really fast and really enjoyable process! :heart_eyes:

However, converting to mesh isn’t without its own issues and in order to get a good looking model I had to export about a million polygons and there’s still areas of the model which become jagged looking even though it’s a rather simple shape…

So this one was also rendered in Eevee using the same mostly procedural materials, but it’s about four hundred faces (before subdiv) because it was retopologized using CozyBlanket and then hand tweaked in Blender to try to fit the original shape, and I must say that I don’t enjoy subdivision surfaces with its various topological caveats at all. :tired_face:

Now, CozyBlanket is quite nice, and I’m sure I wouldn’t have completed this process without it (it’s also made by Pablo Dobarro who helped fix many UX issues with Blender sculpting, and CozyBlanket itself was made in Godot).

But I just want to create and having to keep track of which way a face loops veers off to, or re-doing one area of the model because you changed a neighboring one, or having to increase the complexity of a large part of the model just because you want to add detail somewhere, is simply something I’m not interested in, and with SDF modeling I don’t have to. :v:

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