The terrible sea monster

A dreaded, dangerous, blood-thirsty sea monster.

At night, his bioluminescent lantern is convenient to find innocent prey.

Modeled and painted in MagicaCSG, then exported to Blender for materials, lighting and rendering with Cycles.

The terrible monster at a different time of day:


The moment the abominable creature had entered the Blender viewport‎:


MagicaCSG work-in-progress impressions:


MagicaCSG scene impression video (I think the quality is a bit better if you watch it on the YouTube site):

:house: https://metinseven.nl
:elephant: https://graphics.social/@metin

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Great stuff, as always. :grin: It’s be interested to hear how you made the arms using these sorts of SDF tools? The transition from a cylinder at the shoulder to the flat hand palm shape.
image

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Thanks Dan! :+1:

For the arm I used this flexible form of MagicaCSG’s swept curves:

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Oh right, I thought he might have added a loft prim that could blend between profiles. Remember the old 3dsMax loft? That was really powerful.

So you just created the spline and used another subtract operand to get the shape transition to flat?

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Definitely. Used that a ton back in my Max days. With a hack (open spline parts) you could even create branching shapes with it. :green_heart:

No, it’s one swept curve. You can non-uniformly scale every curve point, so I started with a regular circular profile, then flattened points toward the other end.

You can’t choose different profile shapes within one swept curve though, like in Max’s Loft object.

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Oh got it. Very nice, non-uniform scale on spline points.

:love_you_gesture:

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I featured you on BlenderNation, have a great weekend!

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Thanks Bart! Have a “cool” weekend. :wink: The heat is bearable again over here in the Netherlands.