So even though I’ve been laid up with a cold the past couple of days, (good start to the year!) it’s #sculptjanuary19 , Do a digital or traditional sculpt every day in January based on the prompt calendar over at WeeklyCGChallenge.com.Although I probably won’t have time me to do every day, I’m going to try and get at least 3 per week done.
So here’s Day 1 – Deep Sea.
Software: Blender 2.79 & Photoshop
So here’s the MourneQuest Kickstarter Campaign page, if you want to get over there quick and get your pledge in before they run out! Created and designed by Backspindle Games and based on Garry McElherron’s MourneQuest books, all the other info is on the Campaign page, and on Backspindle’s Facebook page. I worked on the artwork for the board, coloured up John Farrelly’s character designs and sculpted the collectible miniatures from his designs. It’s the first time I’ve sculpted minis for a game, so it was quite exciting being able to actually see them ‘in the flesh’ I’ve also painted a whole set of them, all 14. I will share them on here eventually, but the only place to keep up to date with it all is over the on the Campaign page for now.
So I finally got around to painting up my Shapeways printed model of Clubber King. I hadn’t painted a miniature in about 15 years, so I’m a bit out of practice, but I’m relatively pleased with how he turned out. Painting him also helped me point out a few sculpting issues, like how deep seams and cuts should be, and scale of details. So I’ve been keeping that in mind for some other sculpts I’ve been doing which hopefully I’ll be a be able to show soon.
Some more sculpting practice in Blender 2.78. I started this for the Sculpt January challenge, but unfortunately this is the only one I managed to get so far. I’ll hopefully get a few more done throughout the next few weeks.
Being a child of the 70s and 80s I was a d&d roleplayer. Along with that went the love of all things miniature, mostly painting, I never really seemed to have the dexterity for sculpting.
In the past few years 3D printing has come a long way. Blender’s sculpting tools have also developed a lot in the last couple of years, so I thought it was about time to sit down and put all these elements together and try to produce something out of a couple of sketches I’d done a while back. Here are the results. Two gunslingers, printed by Shapeways, where I have a shop set up. The figures are around 35mm, slightly bigger than normal tabletops miniatures (that’s a 10p slotted in beside in them to show scale). They’re printed in HiDef Acrylite, which seems to be the best material Shapeways currently have for miniature printing, it prints at a 50 micron layer thickness in black, you can see the layers on the closeups. These cover up quite well once an undercoat is on. I’m very pleased with the way they’ve turned out, with not much cleanup, hopefully I’ll get around to painting them soon. There’s also a rendered turnaround of the sculpt below.
I’ve just finished creating this logo for a client, to use for his new miniatures rule system which he’s working on. Modelled in Blender and rendered with Cycles. I also did a little bit of post work in Photoshop. Not much, just touching up a few fireflies, cleaning up some reflections I wasn’t happy with, adding a few glints and highlights here and there and some colour correction.
Here’s a few wip images from the process.
And here are a few Blender screenshots of the finished model to keep you Blenderheads happy! If you’re wondering what all the hemispheres are in the last screenshot, there’s a great tutorial on Youtube from Scifi Animator about using them to light scenes in Blender Cycles, a great tip which I’ll be using again. Best new feature in Blender that I’m loving at the minute is the Inset tool (shortkey – ‘i’), it would have been a nightmare job trying to do those little borders without it.
I know, I know, bad pun, but what else was I going to call this post!?
Here’s a guy I’ve been working on the past week, for a bit of modelling practice, but also more importantly for texturing practice. I haven’t really done much in the way of painted textures in Blender, so I thought I’d work on this and see where I got to. The AMD Radeon 6750 in my IMac seems to handle the viewport GLSL display pretty well. So here he is. He has a basic rig for posing, but I’m going to work up a proper animation rig over the next couple of weeks and see how he turns out. Might be a bit tricky with the shell, but we’ll see. He doesn’t have a name yet, so suggestions on a postcard, please!