Over the past day or so there’s been a dinosaur speed modelling session at cgtalk. Basically each model in these sessions has to be done in under three hours. These are like the Elysiun Weekend Challenges (and our own periodic speed model sessions which I never seem to be in time for) in that you have a little time to try to make something good. Also there are no prizes The challenge is essentially against yourself, to push yourself and your skills further. The real prize is self-betterment
Anyway, here are three separate models I made for the session:
dante: Thanks! The texture didn’t take long to make because I learned a lot from the Blossom project about generating noise based seamless textures in Photoshop and the GIMP. There’s also a little displacement going on there. Displacement is something I still haven’t quite figured out: sometimes it works, but most of the time it sends my mesh wildly in all directions even at the lowest Disp value (.001). Every one of these projects though have a learning point and contribute to the next one, which helps to save more time with successive projects.
Jerri: Thanks! Well, yesterday we in upstate NY got hit with a lot of snow so I had the day off. A day off = major blending activity Blender up every time I turn on my home computer, so almost no day goes by where I don’t use it. It also helps I guess that I don’t have much of a life
theropod: Thank you. You are totally right about the skull looking like one big bone The initial concept was to make it more fossil-like in appearance, something that was dug up, quite well preserved, yet with some fossilized dirt inside it, like some fossil specimens I saw online (some examples: (1), (2), (3). I ran out of time to work on it though, so it didn’t look quite like a fossil in the end, a little too well defined and symmetrical, somewhere between fossil and actual skull. Thanks for checking it out.