Multi-session series on the creation of a high-detail sculpted model. We’re modeling in the style of a “House Elf” from the Harry Potter movies, and will be modeling, sculpting, and texture painting, this time using Gimp instead of Photoshop.

In this third and final section, I break out the Texture Paint tools, and we paint a good foundation texture for our elf, then I take that into Gimp and clean up some of the rough edges. Then we go back into Blender, apply the new texture. I append the ol’ eyeball from the eyeball tutorial, and we start playing with the Subsurface Scattering (SSS) to breathe some life into our model.

Eyeball tutorial: http://www.blendercookie.com/2010/02/08/creating-an-eyeball/

House Elf<

You must be logged in to upload images. Register

Discussion

23 Responses to “Series: House Elf – Part 03”
  1. Posts: 35

    just started watching, can’t wait to start painting some texture maps… poly count is good, topology is manageable and the model is impressive, congrats David and thanks alot!

    #
    1
    Oct 6, 2010 at 9:29 pm
  2. Serpent36
    Posts: 80

    Wow, yet another one so soon. Still need to watch it, but getting too late now. :D

    #
    2
    Oct 6, 2010 at 9:41 pm
  3. timbukfive
    Posts: 4

    ha nice one guys

    very cool ideas you got !

    #
    3
    Oct 6, 2010 at 11:41 pm
  4. Posts: 10

    i cant lie… i love the “year x”

    #
    4
    Oct 7, 2010 at 1:05 am
  5. Lucas Fowler
    Posts: 35

    dude come on these tuts need to come out sooner it takes like 8 days just for a tut to come out WAHHHHHHHH

    #
    5
    Oct 7, 2010 at 7:43 am
    • Serpent36
      Posts: 80

      What are you talking about? For the past few weeks there’s been like 1 per day or two days… and only sometimes three.

      #
      5.1
      Oct 8, 2010 at 9:41 am
  6. Claus
    Posts: 6

    hey man, good stuff!
    just a quick tip: In the beginning you’re making new images to change the properties but you can just edit it, after you created one, in the box under the toolbar. like EVERYTHING else in blender ;) . That box deserves a lot more attention than it gets.

    #
    6
    Oct 7, 2010 at 2:14 pm
  7. Posts: 53

    Claus is right, you can use the “n” menu or just hit F6 if you close the menu accidentally

    #
    7
    Oct 7, 2010 at 4:48 pm
  8. AE
    Posts: 53

    Hey, don’t end it here! Make the body of the house elf, the clothes, and some animations too! (Unless you don’t have something more awesome to come out soon.)

    #
    8
    Oct 7, 2010 at 5:45 pm
  9. Posts: 6

    Just out of curiosity why did you make the nap size 2000 square rather than 2048? I mean, I guess it doesn’t matter for a non real-time model, but it’s always been explained to me as good practice to make all of your textures in powers of two.

    #
    9
    Oct 8, 2010 at 1:00 am
  10. Posts: 6

    Yes, I like to have a body too, shoulders are soo difficult to make on my own

    #
    10
    Oct 8, 2010 at 3:59 am
  11. kram1032
    Posts: 71

    Usually, you’d do power-of-two-textures… closest to 2000 would be 2048. – It’s probably fine for stills or even movies but afaik, graphics cards can handle power-of-two-textures significantly better. (so if you ever happen to do a model, derived from this, for a game… :P )

    Overally really nice tutorial :)
    And the idea with the years was nice too, if a little awkward. those must me the three shortest years in my life and I didn’t even have birthday in either :( :P

    #
    11
    Oct 8, 2010 at 1:25 pm
  12. Alexandre Gonçalves
    Posts: 11

    There’s a problem with the eyes: when you use subsurf in a uv sphere you can always notice some wierd shapes in the top and bottom. How do you fix that?

    #
    12
    Oct 9, 2010 at 2:06 pm
  13. Posts: 84

    really liking that u r using gimp, i had a couple of links to some rediculously cool texturing tricks for gimp, using layer masks that i wanted to share.

    http://www.webdesign.org/photoshop/photoshop-basics/blend-if-into-textures.5581.html
    http://www.cambridgeincolour.com/forums/thread3924.htm
    http://www.cgtextures.com/content.php?action=tutorial&name=blendif

    its pretty cool to use gimp to get the same effect as photoshop!
    hope u cookie fans can get something out of this, great site.

    #
    13
    Oct 9, 2010 at 7:18 pm
  14. peter haigh
    Posts: 9

    one word WOW thats look so cool :)

    #
    14
    Oct 12, 2010 at 12:20 am
  15. Posts: 24

    Making the recessed areas darker does make sense because areas that go inward tend to rub against other parts of the skin, causing a darker effect. Also, areas that protrude are lighter because of less exposure to other parts of the face.

    #
    15
    Oct 15, 2010 at 9:44 pm
  16. Posts: 124

    Part 4 is already in production?
    :D

    ty

    #
    16
    Oct 27, 2010 at 4:50 pm
  17. Serpent36
    Posts: 80

    No, this series is finished. :D

    #
    17
    Oct 27, 2010 at 5:08 pm
  18. Rainer
    Posts: 5

    I always like to append Groups. Always works like a charm.

    #
    18
    Oct 31, 2010 at 12:16 pm
  19. Posts: 14

    Thanks David! Another great tutorial and an awesome model. The quality of tutorials on BlenderCookie just keeps getting better. Thanks for all the hard work you all do, I’m becoming one heck of a modeler and old hat at Blender in general. I’m hooked on BlenderCookie! :)

    #
    19
    Nov 4, 2010 at 8:46 am
  20. Nathan
    Posts: 1

    Wow, just checked out the final result of this tutorial. (Yeah, I fast-forwarded…) Can’t wait to get started!

    #
    20
    Dec 28, 2010 at 12:28 pm
  21. Posts: 28

    Tuto excellent, very good and complete … thank you very much
    Dobby: http://blenderw.blogspot.com/2011/11/dobby.html

    #
    21
    Nov 21, 2011 at 11:27 am
  22. Posts: 4

    you just took my box modeling to another level, great work.

    #
    22
    Feb 7, 2012 at 12:18 pm

Leave a Comment