
Here's a low poly model of a white wolf that I can use as a basis for some canine characters. All of the texturing is baked and then hand painted into the model, and this is rendered using a shadeless material. Hoping to rig and possibly animate him at some point.
The model was sculpted in 3D Coat, then retopologized in the same program, and a GI bake was applied in Modo. From there I took it back into 3D Coat for painting, and did most of the UV editing in Blender, as well as making adjustments to the polygons. The model is composed of one UV set, 7669 faces total (Quads plus some triangles), and has a single 2k diffuse texture for the entire mesh (No tangent normal maps or bump). As you can see in some places like the ears on the face closeup, there's no subD applied, this is raw polygons.
Here's a higher resolution version for those interested:
https://www.dropbox.com/s/f63pq90me.....large.jpg?dl=0
The model was sculpted in 3D Coat, then retopologized in the same program, and a GI bake was applied in Modo. From there I took it back into 3D Coat for painting, and did most of the UV editing in Blender, as well as making adjustments to the polygons. The model is composed of one UV set, 7669 faces total (Quads plus some triangles), and has a single 2k diffuse texture for the entire mesh (No tangent normal maps or bump). As you can see in some places like the ears on the face closeup, there's no subD applied, this is raw polygons.
Here's a higher resolution version for those interested:
https://www.dropbox.com/s/f63pq90me.....large.jpg?dl=0
Category Artwork (Digital) / General Furry Art
Species Wolf
Gender Male
Size 1229 x 563px
File Size 101.5 kB
Listed in Folders
Ask and ye shall receive. :3
Thanks a lot! *hugs*
Damn nice edge loops there!
I see what you did with the muzzle - the one thing I can never end up making look good. I think I'll try that next and see what gives. :)
Did you start with a box, cylinder, 2D shape, etc...?
I hope you don't mind all the questions... x_x
Thanks a lot! *hugs*
Damn nice edge loops there!
I see what you did with the muzzle - the one thing I can never end up making look good. I think I'll try that next and see what gives. :)
Did you start with a box, cylinder, 2D shape, etc...?
I hope you don't mind all the questions... x_x
His was voxel sculpted in 3d coat, and I did retopology as a last step before the GI bake and paint. Sort of reverse compared to box modeling, and I fin it much more natural and creative to start this way. I can box model fairly well, but I don't feel as free to experiment with form and surface.
Getting auto-topo to produce that would be like.. waaaay not possible unless you drew in a lot of guides. and at that point you might as well do it by hand. you can pretty easily do a super basic topology to establish loops, then loop cut it to desired detail. As you retopo, the mesh always sticks to the surface, so you can fuck with topology and push verts around, and they attach to the surface perfectly.
That's pretty much how Topogun works, but that is ALL it does. No sculpting, painting capability. Auto-Topo is great for static posed meshes, not so great for anything you may want to animate.
I looked harder at Coat and the only thing I dislike about it is the periodic web server check in. I can understand it from a piracy concern, but my thoughts are what happens to the legitimate software out there if the company folds. Hate to be stuck with non-functional software because the authenticating web server was pulled offline.
I'll have to throw em an email and ask more about that to see what the behavior is of the software in the event it can't reach their web server. The system I use to play with all my 3D apps is isolated from the network so I don't have to run any firewalls, anti-virus and all the other memory intensive processor killing apps :) Does wonders for stability.
I looked harder at Coat and the only thing I dislike about it is the periodic web server check in. I can understand it from a piracy concern, but my thoughts are what happens to the legitimate software out there if the company folds. Hate to be stuck with non-functional software because the authenticating web server was pulled offline.
I'll have to throw em an email and ask more about that to see what the behavior is of the software in the event it can't reach their web server. The system I use to play with all my 3D apps is isolated from the network so I don't have to run any firewalls, anti-virus and all the other memory intensive processor killing apps :) Does wonders for stability.
I think their "checkups" are to determine if there are multiple copies running on a single internal network, and then report back anomalies. I don't think there's a lockout that prevents you from using the app if it can't "contact the mothership", but it wouldn't hurt to ask the company itself for more details.
Also, I use Mac OS, so I'm not too concerned with virus scan stuff. Not trying to be snooty, but I forget that people still have to deal with that.
Also, I use Mac OS, so I'm not too concerned with virus scan stuff. Not trying to be snooty, but I forget that people still have to deal with that.
Actually I was told you can mess around with bone placement in the model and it'll reflect on the actual avatar, so you could resize/reposition the bones in the avatar to suit an otter avatar. The animations would try their best to animate naturally, but aside from a few proper looking walks I can't say for sure it'll translate to everything 100%. Give it a try anyways. >)
I've experimented with this... What ends up happening is that the avatar's floor position is jacked up if you import bone positions, even if those positions are in the default position. Now the avatar is floating like 3 feet off the ground. The animations are fine, but any kind of interacting animations don't line up at all. I don't think it's worth it personally, unless a person is ok with the model not working correctly for 50%+ of situations.
That's not a bad model. I would need more shots of it or shots of the wire mesh to get a better critique on it but other than the corners of the mouth where he needs to add more subdivisions to allow it to deform properly (assuming he is going to animate it) and just above the knee where the leg muscle connects which looks a little low poly and might not deform properly it looks really well done. Those are the only two places that look less than organic and that says a lot for a model.
Under 8K faces is a good polycount as well for all the detail you put into it.
You might want to consider finding someone to take it into zbrush and getting some detail work done to the tail using normal/bump mapping but all in all, awesome job man. Zbrush does furry stuff well.
Under 8K faces is a good polycount as well for all the detail you put into it.
You might want to consider finding someone to take it into zbrush and getting some detail work done to the tail using normal/bump mapping but all in all, awesome job man. Zbrush does furry stuff well.
I should mention that this is intended to be unlit with baked diffuse, like how Kingdom Hearts 2 is rendered in game. I like the look of a moving soft shaded "cartoon", and so i'm attempting to use that as a reference. This was more detailed in sculpted form, but I toned down the surface detail and did a smooth GI bake, then airbrushed it further to make it extra smooth and "toony". I think adding more surface detail would counteract the goal I have for this model. :3
Wow he is really cute. Only a good sheath is the only thing needed.
try to get yourself ready if Seconld Life will be able to import meshes. This guy is really sweet and i wish i could see him in action if he moves his ass around if he is dancing.
Really good work. The Face is absolutely Perfect. Got to get more Experience with modelling though. but at the moment i have other work.
try to get yourself ready if Seconld Life will be able to import meshes. This guy is really sweet and i wish i could see him in action if he moves his ass around if he is dancing.
Really good work. The Face is absolutely Perfect. Got to get more Experience with modelling though. but at the moment i have other work.
I tinkered with this for a few months at least, but really ground out the retopo and texture work over the past few days. I'm just now very used to the tools used to created it, being 3D Coat and Blender. (mostly 3D Coat) Did you say you rig and animate models or somesuch?
yeah i know what you mean. lol, I'm not sure now. cause as much as i would like to, at the same time I'm like "it wouldn't be fair to him cause he wouldn't be able to play with it. Hey, I'll note you if i can do it, we'll talk then. Better then eating up room on your submission page. Again, great work.
Either way, 3D principles are (mostly) universal. Just different hotkeys and workspace setup, and all of that can be customized anyway. Not that big a deal. And honestly it is either 3DS or Maya, rarely Blender unless they are feeling open source and edgy. There are a couple others in the list of used programs, of course Zbrush. I can't remember if companies still go for lightwave these days... But either way if you can make a damn good model in any program (maybe not CAD) then you could likely get hired because a company will pay to train you for their program.. Odds are in favor for Maya, and great for students since you get it for free for 3 years.
In some ways, Blender kicks the pants off of Maya, but it'll never fit into a mainstream pipeline because of how saturated the industry is with Maya experts, and scripts. But granted, I will always be able to do better in blender than Maya, because it's what I'm used to. Wether a piece of software is better or not doesn't affect how useful it is to me. Industry standard doesn't mean dick to me like it would for a potential job-seeking professional, so I can be choosy.
Pasted from above http://dl.dropbox.com/u/546166/3d/w.....-wolf-wire.jpg
Thank you! And f***ing poles, how do they work? I kid, i kid...
I was wondering how you handled the facial topology, since that is the biggest deviation from human models (not many tutorials out there on muzzle topo, as far as I have seen). Awesome edgeflow you got there!
Thanks again!
I was wondering how you handled the facial topology, since that is the biggest deviation from human models (not many tutorials out there on muzzle topo, as far as I have seen). Awesome edgeflow you got there!
Thanks again!
I just follow what I know will deform, like rings around the eyes and mouth, etc, then beat my head against the wall with terminating loops until it looks right. I hate dealing with finding places to terminate them, probably the thing I have the least practical experience with.
Have you seen this article? Makes my brain hurt.
http://www.subdivisionmodeling.com/.....read.php?t=907
Although honestly it's one of the most comprehensive thing I've seen on poles and edgeflow.
I'm thinking your pole position seems to be the best fit for how the edgeflow needs to work around the muzzle, since that loop is more important than establishing the bridge of the nose.
http://www.subdivisionmodeling.com/.....read.php?t=907
Although honestly it's one of the most comprehensive thing I've seen on poles and edgeflow.
I'm thinking your pole position seems to be the best fit for how the edgeflow needs to work around the muzzle, since that loop is more important than establishing the bridge of the nose.
Doing a great job, you could make a decent little side business selling models over SL for sure, but then that's a matter of preference and time you have to work on them. f I had that talent I'd only make them but not as custom orders, that'd just take a lot of my time up.
Great work either way, hope to see some rodents after the otter thing mentioned above. =3
Great work either way, hope to see some rodents after the otter thing mentioned above. =3
interesting work man! i obviously can tell its a low poly model! but i am taken by how simply your mesh is when i saw the wireframe image. excellent work. however i see around the waste one loop that might cause problems. theres a loop at the top of the waste i'm not sure if you can see it in the mesh but its dangerously to close to the loop above it. if this were smoothed it will create a crease in the model that the uv ma won't be able to hide if shading is lit up on there. otherwise man wow excellent work!!
I'm a bit of a 3D person myself but i can never do organics for the life of me but man do i love accessory/prop/object work.
I'm a bit of a 3D person myself but i can never do organics for the life of me but man do i love accessory/prop/object work.
Wow, awesome work you got there
first time ive seen someone model 3D characters like that and actually be able to stay consistent with their drawing style (and a MILLION times better than those average "wolf" models floating around)
I used to have a 3D wolf character... but the file got lost and now all I have is the head :p
maybe someday when ive got time i'll resurrect him XD
first time ive seen someone model 3D characters like that and actually be able to stay consistent with their drawing style (and a MILLION times better than those average "wolf" models floating around)
I used to have a 3D wolf character... but the file got lost and now all I have is the head :p
maybe someday when ive got time i'll resurrect him XD
you alweys think about time invested or around , altho i not did any real model i proudly spent 40 hours modeling my spore creature , i know lots of while its simple editor but still say i did amazing job especially i did it with demo editor and did very creative job:)
made short you-tube movie about him , very simple tho http://www.youtube.com/watch?v=JE6KL-JnNC8
made short you-tube movie about him , very simple tho http://www.youtube.com/watch?v=JE6KL-JnNC8
You should invest time in a decent rig :3 I developed mine alongside of character-development and modeling:
http://vimeo.com/7791244 a little showcase of handy features for animation :3
http://vimeo.com/7791244 a little showcase of handy features for animation :3
I have the enthusiast/student edition. The only real difference is the 7 paint layer limit, and the fact you can't use it for commercial production. Though I'd gladly upgrade to the pro version if my models actually brought in some cash, hell I've already got a 3DConnexion SpaceExplorer just for this model work, and that's 300$ all by itself.
Also, I recommend bending his arms at the elbows slightly, it'll make rigging a whooooooooole lot easier. If you keep them straight like that, the program might calculate the joint to bend the opposite way. If you bend the joint a little in the base model, it'll calculate the joint to bend the proper way 100% of the time and save you from doing a lot of extra work.
I fell completely in love with Procedural poly subdivisions, as in Sculptris. The Guy who wrote that is working for Pixologic (Z-brush), now.
The guy who is working on Unlimited Clay, for Blender 3D, is working for 3D-Coat. From what I've seem Unlimited Clay is superior to Sculptris but as I said before, it isn't done yet.
Thanks but I really don't need to be convinced any more. I want 3D-Coat.
The guy who is working on Unlimited Clay, for Blender 3D, is working for 3D-Coat. From what I've seem Unlimited Clay is superior to Sculptris but as I said before, it isn't done yet.
Thanks but I really don't need to be convinced any more. I want 3D-Coat.
There ar3e some features left to work out and reliability issues but her is a recent web article on it. Also includes video showing what Unlimited Clay is able to do... so far.
http://www.blendernation.com/index.php?s=farsthary
That said, This will make 3D-Coat even more potent. The Procedure subdivision looks more fractal based allowing it to go on into infinity.
Finally, I'm cheap. I would rather not pay for it if I don't have to. It'll be free for Blender. However, I am also MUCH happier with tools made for doing the job I want or need to do. So I'm still angling for 3D-Coat.
http://www.blendernation.com/index.php?s=farsthary
That said, This will make 3D-Coat even more potent. The Procedure subdivision looks more fractal based allowing it to go on into infinity.
Finally, I'm cheap. I would rather not pay for it if I don't have to. It'll be free for Blender. However, I am also MUCH happier with tools made for doing the job I want or need to do. So I'm still angling for 3D-Coat.
Oops. Wrong one. That's for a new Fluid sim Farsthary's working on.
This is the one for Unlimited Clay.
http://www.blendernation.com/2011/0.....enderNation%29
This is the one for Unlimited Clay.
http://www.blendernation.com/2011/0.....enderNation%29
I kind of like sculptris's method of sculpting, but the real killer features of 3D coat are its pipeline to a finished product. The retopo tools are phenomenal, the painting tools blow away Blender's by a long shot, and the normal baking is so easy it should be illegal. That said, I hope unlimited clay does come out, so I can have it available to me for when it would be useful.
Looking at this does two things to me, make me depressed that it looks that good, two: makes me want to throw my current work out of the window and start over. But excellent work, also yay! to another Blender user, we are growing in number each day :)) Have you tried out the fur system in blender yet, gave it a shot recently and its a pretty nice layering system. Also ignore the first two things, I love competition :P.
Damn, that's really impressive, what surprises me the most is how the character still has your drawing style after being modelized, I only tried modelizing some of my characters a few times for school 3D animation projects (so we had to use 3DsMax), and the model just never ended up looking like the original ref sheet. >< So I guess you spent quite an amount of time on this for it to look so smooth, great job. ^^
I like your comments that describe how you make this stuff. It is rather interesting.
So when are you going to start printing your 3d stuff? :P
Have you heard of shapeways? (carefully read the TOS before submitting anything there)
It's just a shame so many 3d processes will end out with the nasty stepping effect. Costly 5axis cnc mills, 3d liquid printers, or the super-fine powder printers seem the only way to avoid that. :(
So when are you going to start printing your 3d stuff? :P
Have you heard of shapeways? (carefully read the TOS before submitting anything there)
It's just a shame so many 3d processes will end out with the nasty stepping effect. Costly 5axis cnc mills, 3d liquid printers, or the super-fine powder printers seem the only way to avoid that. :(
I have to say it's really nice seeing some more 3D art like this. It looks great. I'm still waiting on a few more parts for my computer before ZBrush can sink its teeth into my new processor, but this plus your Ark sculpt just gave me a little kick in the pants to get me started on more serious things again.
Keep it up.
Keep it up.
Thats ridiculously good. I prefer Maya to blender because thats what im being schooled in but I knw people that can do insane stuff and this is pretty much on top. I have used more polys and made worse models, and then texturing.... ugh. This is just smooth, amazing, and just wow.
Awesome :O
Will you also add fur to it, like Zorryn, for instance? http://www.furaffinity.net/view/6338647
Will you also add fur to it, like Zorryn, for instance? http://www.furaffinity.net/view/6338647
Omg man I just saw an ugly mesh tiger and minotaur on SL marketplace, PLEASE TELLLLL ME YOU WILL ONE DAY RELEASE THIS :< :< :< This is so much better than what they have on there...
If not... lessons? :3 Im a faaast learner!
lol just kidding, but I tried working with 3D coat... was really difficult just jumping into it... Any suggestions on where to start and in what order to create a masterpiece like this?
If not... lessons? :3 Im a faaast learner!
lol just kidding, but I tried working with 3D coat... was really difficult just jumping into it... Any suggestions on where to start and in what order to create a masterpiece like this?
I'm actually learning Modo right now. I will say that it's a lot harder than it looks. But it's also fun to screw around with. I'd like to someday start doing models like these, or just small backdrops for art that would be fitting to have with it, only time will tell how it goes though.
Coating a model with a texture eats up so much ram though. I have a laptop with 8 gigs of ram (reason why I'm not mentioning the graphics card is because I know that's not the problem) and it lags all to hell whenever I try to coat a model. May just be a bug, but whatever.
Coating a model with a texture eats up so much ram though. I have a laptop with 8 gigs of ram (reason why I'm not mentioning the graphics card is because I know that's not the problem) and it lags all to hell whenever I try to coat a model. May just be a bug, but whatever.
I know this is old, but fantastic work! It's rarer to see anthro models of such good quality, and I wish there were more.
Also, I hope this isn't a wrong question. But is there any hope that you might consider releasing this under a free license? I'm an animator myself, but not too good at modeling, and always on the lookout for models that authors might choose to release for others to use. I know many 3D artists like to open up their stuff, which of course isn't always the case and is just a personal choice... just curious here.
Also, I hope this isn't a wrong question. But is there any hope that you might consider releasing this under a free license? I'm an animator myself, but not too good at modeling, and always on the lookout for models that authors might choose to release for others to use. I know many 3D artists like to open up their stuff, which of course isn't always the case and is just a personal choice... just curious here.
This is pretty cool and good work. Just my two cents here though is that I would love it if you put your skills to work in Second Life and design some furry avatars for people to put on in the game. You might want to make an anthro moose of both genders in there since there is a lack of furry moose avatars in there.
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