I wouldve loved to see a realtime version so that I can learn and umderstand what it is your doing. I thin kyou used UV spheres for the most part? But you used something else on the wings what was that? And di u extrude it? And how do you shape stuff do you use G or do you scale them? Yoy make it look so easy...maby i f i knew what tools or ahprtcuts you jse maby it would atleast be somewhat easier for me. Along with practice. And the teisty thing on the tail.
Hey Shadow! I'm always unsure what the best way to post these videos is. I've can do speed sculpting like this one. I've can edit to only show the most interesting parts. Or I could do completely unedited, in real time. This sculpt took me 10 hours, so that's a lot of real time video. I'm not sure how many people would watch that. Is it something you'd be interested in? I do still have the entire recording on file. I could post it somewhere if enough people were interested? You're absolutely right about the keyboard shortcuts. This is one of my older videos and I didn't have an addon to screencast my keys back then. In my more recent videos you should be able to see my keystrokes. I jump back and forth between object and sculpt mode a LOT. So I start with a primitive (usually a UV sphere for this model), I move it into place in object-mode, then jump into sculpt-mode to shift the vertices around. The wings are literally just a flat plane that I shaped into place. I faked the thickness by using a "solidify" modifier. For the tail I used a curve (curve->curve spirals->archemedian) and then bevelled it to give it some thickness. I remember the tail being quite annoying to model. I must admit, I'm still not sure this is the best way to do it. You'll also need to make sure you have the "Add Curve: Extra Objects" addon enabled. It comes with Blender, but is disabled by default.
I really love your videos. Please use some different bg Music. There are a whole lot of free bgm. That would be nice. I've been watching videos a lot and same music gets really annoying.
Bro, that was workflow overkill. U should've just retopoed over yr basic mesh, made a copy, multiresed it, put in details then unsubdivide it. Using a cage u could then bake the normals. Blender is like a swiss knife which means it has its limits, and sculpting is not that great a feature not to name many other features it lacks. Sometimes using specialized programs save u time, which at the end of the day, money can't buy.
Haha "all wrong" might be an overstatement. There's several "right ways" of doing it, and this is just one method. Actually if you haven't already, check out my Lapras sculpting video, because it shows one of those different methods. Good luck with the character modelling. It's challenging, but so rewarding. Are you working on something now?
Thanks Dante. I'd love to be able to turn this into a full blown tutorial series, it's just such a massive time sync. The Suzanne series took me three months to complete. This would probably take a similar amount of time. I wouldn't be able to put in that kind of time without putting a price tag on it :(
Thanks TS. Definitely give it a go - it's seriously great fun. Sadly I'm not on Twitter (could never really get into it), but feel free to throw me a link to anything you're working on. Either here or on the Facebook page: facebook.com/DragonbootsStudios
@@JamieDunbar You can see my progress here. I normally work in hard surface but I've been looking to up my sculpting game lately! twitter.com/troyosh/status/1275690778359185409?s=19
I spent 12 hours sculpting something from a meta ball frame because I couldn't figure out how to combine the parts, and your telling me remesh would have done that for me? I need to stop relying so much on trial and error to do stuff...
Roflmao. There’s always at least three different ways to achieve the same thing in 3D. I love smashing together primitives because it gives me a lot of control. But metaballs is another way. Just using the snakehook brush is an option. Oohh, and have you tried the ‘skin’ modifier yet? Really good for getting a kind of skeletal shape, then sculpting muscles on top of it. And of course, you can combine ALL of these methods before doing a final remesh 🤯🤯🤯
I tried using the Quad Remesher on Spyro, but for some reason it gave very bad results. It's usually quite good - I'm not sure why it didn't work in this case. That's the main reason I used outside software. zBrush does still do slightly better remeshing than Quad Remesh. It depends how good you really need it to be.
So from what I gather here, when it comes to rigging, you parent all the "loose" parts of the sculpt (i.e. the mohawk, horns, claws, tail spiral) to the bones so that they all move accordingly? Newbie to 3D here, I have a solid Pikachu sculpt I'd like to rig but scared to jump into retopo phase because I'm afraid something won't end up connected properly, lol. If that makes sense.
Hi Greehnery. Yes, that’s correct - any loose objects that don’t deform I parent to a bone. I’d also do the same with teeth and eyes. I wouldn’t worry about your retopo. Just make sure you save a backup copy and dive in.
@@JamieDunbar Thanks a bunch! And good to know--think my biggest hurdle right now is just getting familiar with the process from start to finish. But I'll get there!
Yeah, it just takes practice. Just jump in, make mistakes and learn the process. Don’t worry too much about screwing up - it’s all part of the process. Just make sure to save backups so you can step back if you need to.
What kind of notes? Blender has it's own text editor built in. I often write notes in there. I also just use Notepad. And if you want to have a reference board, get yourself Pureref.
I can't use the skin modifier. When I use it over the square it creates a shape with holes instead of having the ellipsoid to extrude. :((( where am i doing wrong?
Hi Diego. Sorry it's been a while since I made this video. This is for creating the wings? There's a few things that could cause the skin modifier to break. Firstly, if you've got a screenshot that would help to understand your problem. But here's a couple of things to try: 1. You said you're using a square. Do you mean a cube? Because using the squares or circle objects won't work. They're technically curves and can't create geometry using the skin modifier. 2. Have you applied transforms? A lot of modifiers use your objects scale in their calculations, and not applying your transforms can give unpredictable results.
@@JamieDunbar I can't upload screenshots to RU-vid, how can I send screenshot to you? however I used a cube. The only modifier I've added besides the skin is the subdivision. Tks a lot for your time and your answer
@@Diegorussod.r Oooohhh, yes I see what you've done. The skin modifier adds geometry wherever there is a vertex. So by using a cube, you end up with a cube shaped outline. If you go into edit mode, select all your vertices and merge them, it will become one vertex. You can then extrude that one vertex to start drawing shapes.
I have learned so many little tricks from your videos. You have your own style making characters. Sry you didnt reach 500 likes within that month :( I will now start watching your tutorials.
So i am not sure about one thing, are you actaully using dynotopo for details or sticking more to the remesh and using dynotopo only to be able to join the parts better?
Hey Konrad. You need to use either Remesh or a boolean to be able to join the meshes (which also removes any internal vertices). Remesh gives nice smooth joins, but can join things you don't want joined (like accidentally merging toes together). Booleans won't accidentally merge parts, but they usually create awful topology to sculpt on. In this case I used booleans to merge the toes, as remesh was smoothing things too much. This created awful topology, so I used dyntopo to rebuild that topology and make it better for sculpting. Do keep in mind that this just my personal workflow. Other artists only use remesh and completely ignore the dyntopo tool. All of these tools work slightly differently and sometimes work really well in one scenario, but terribly in others. So you can really mix and match which tools you use depending on your character. It makes for a really free-form workflow which is wonderful, but can definitely be confusing if you're still learning the tools.
@@Diegorussod.r Not a problem Diego. Unfortunately I can't go back and add keystrokes to this video, but I've started using the addon in my latest videos.
Sorry Cresshead, the video plays a little fast. In future videos I plan to break it up into sculpting, texturing and rigging/rendering videos so I can slow it down a little more. To answer your question though, I used the quadruped rigify (Armature->animals->wolf). You them move these generated bones into position for your character before going to the rig properties->rigify buttons->Generate rig. That then creates the rig with all the controllers.
@@JamieDunbar excellent, yeh i appreciate it's a ton of work adding in narration... fantastic result btw.... Q. are you using the mouselook navigation add on to get a zbrush like vavigation in blender or just stock using the pen button?
@@cresshead Ha! This is the first time I've seen Mouselook. Very cool addon for zBrush users. I have to admit though, one of the major reason I choose Blender over zBrush is the navigation and GUI. I've just never quite been able to adapt to zBrush's particular way of doing things.
Oooohhh, I'd completely forgotten about that film. I actually haven't seen it yet, but it was very much on my watch list. Or at least, it was meant to be. I'm adding to the official list right now. Give me a bit of time. I might get around to the Moon Sisters ;)
@@gazzar67 Haha, there is actually. I finally got around to watching "How to train your dragon 3" last weekend! I also need to watch Mortal Engines and the new Blade Runner remake. Damn, those have both been out for a while...