This weekly task was to sculpt a dragon!
I decided to sculpt a realistic on. I started by looking a different references and looking up for the anatomy of a dragon is formed, and what sources inspire it. For the main body I looked at Lion anatomy, and for the wings I looked at a bat.
I sketched out my ideas, as well as did some variants, an aquatic and skeletal version, however in the end I decided to use my original design, which has large bones and a part bone exoskeleton.
I started in Maya, I created a simple mesh, mostly box shaped but with high subdivisions. I later learned the problems this has as well as the benefits.
Creating a simple base mash allowed me to enter Mudbox quickly, sculpting out the large parts of the form first and work my way down.
A big problem the simple base mesh caused was sculpting the feet, getting shapes out was a nightmare.
I used stencils to add some detail, such as the scales. I then shaped and brought out the exoskeleton, wings, and tail with some decent detail.
The final image went well, the proportions are a bit off and I wouldn't say it was game quality, but I am happy with what I did in the time we had. The stock pose is a bit static and the dragon would probably stab itself with it's giant bones. I think next time I will reconsider the exoskeleton parts and design them more practically, and also make the sculpt so that they suit the design better.
I decided to sculpt a realistic on. I started by looking a different references and looking up for the anatomy of a dragon is formed, and what sources inspire it. For the main body I looked at Lion anatomy, and for the wings I looked at a bat.
I sketched out my ideas, as well as did some variants, an aquatic and skeletal version, however in the end I decided to use my original design, which has large bones and a part bone exoskeleton.
I started in Maya, I created a simple mesh, mostly box shaped but with high subdivisions. I later learned the problems this has as well as the benefits.
Creating a simple base mash allowed me to enter Mudbox quickly, sculpting out the large parts of the form first and work my way down.
A big problem the simple base mesh caused was sculpting the feet, getting shapes out was a nightmare.
I used stencils to add some detail, such as the scales. I then shaped and brought out the exoskeleton, wings, and tail with some decent detail.
The final image went well, the proportions are a bit off and I wouldn't say it was game quality, but I am happy with what I did in the time we had. The stock pose is a bit static and the dragon would probably stab itself with it's giant bones. I think next time I will reconsider the exoskeleton parts and design them more practically, and also make the sculpt so that they suit the design better.
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