Showing posts with label daga. Show all posts
Showing posts with label daga. Show all posts

Tuesday, June 9, 2009

Some more daga renders

It also appears that lighting have a lot to do with the appearance of the fur. These were done with the default lamp:



Compare with these done with 2 hemis, top and bottom:





And these with 2 hemis top and bottom, plus 1 spot:



Daga blend file release 1.0

Download link:

daga01.zip (2.69 MB)


I am not particularly happy with this release but I have to suspend my tweaking of this model to move on to the last main character. This is a dirty rat, licensed under licensed under Creative Commons Attribution-Share Alike 3.0 Unported License. Please document any modifications in the text info file.

Includes footroll.py from http://graphicall.org/bbb/chars/pyconstraints/footroll.py which is
copyright Blender Foundation|www.bigbuckbunny.org | http://www.bigbuckbunny.org/index.php/about/. footroll.py python script is licensed under Creative Commons Attribution 3.0 (http://creativecommons.org/licenses/by/3.0/).

Problems that I could not solve at the moment includes:
1. The bone driver for blinking doesn't work.
2. The tail flattens when in a particular position like so:



3. The shoulders have ugly deformations in some positions:

Rest position



Deformed position, thankfully the fur hides some of it:



On the positive side is that I did manage to implement footroll, I just don't know if this is correct:



I also made use of a normal map for the details of the ears. The normal map was made using the procedure in Ken Bayer's tutorial "Baking normal maps from a high poly model" in BlenderArt magazine 20 (www.blenderart.org).

Friday, June 5, 2009

Rat fur








I still need a few tweaks. But something odd happened to my cameras. I can no longer render with more than one camera. When I ctrl-0 another camera, it still renders the view of the last camera. I wonder if this was caused by mesh deform or I accidentally enabled/disabled something.

Friday, May 29, 2009

Test pose for dirty rat.





Working with the mesh deform modifier is difficult because it cause some unwanted deformations. In this model, I had to exclude the arms from the mesh deformer because it was flattening out the arms. Perhaps this is the reason why the Big Buck Bunny characters had a python script for keeping the volume of the arms.

Wednesday, May 27, 2009

Monday, May 25, 2009

Final mesh for Daga

This first render was done in gelato.



The rest are blender internal render.






Saturday, April 18, 2009

Pangalawang tauhan: dibuho ng daga

Proyektong Halo-halo 4

Ito ay isa sa mga pangalawang tauhan na gagamitin ko sa kuwento. Ang daga.



 
Creative Commons License
This work is licensed under a Creative Commons Attribution-Share Alike 3.0 Unported License.