A sleepy ceratosaurus is awoken by an annoying insect.
The scales are all done procedurally using Geo-scatter. I modeled 20, textured using photos I took of a crocodile, and then scattered them across the model. By adding a realize instances node, they’ll then suck up the vertex colors of the surface mesh, which I then mix with the scale textures to create high-detail skin.
Additional 3d assets from Polygoniq, Quixel, Tiny Eye, and mrjeong on Blendswap.
And then in post I mixed in some 2d stock elements by Brenda Timmermans, Roger Brown, and Vlad Kutepov.
Thanks. It’s actually easier. All I had to do to detail the entire model was paint a few vertex groups to define where the scales of different sizes go, and then most of them are scattered automatically. And because the main colors come from vertex painting, I could quickly paint different color schemes and decide which one I liked best.
Cool vid.
I have not touched geometry nodes as of yet and its something that I am seeing is very useful and needed for some tasks such as this. I really need to explore some tutorials.