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/




















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!
Wow, yet another one so soon. Still need to watch it, but getting too late now.
ha nice one guys
very cool ideas you got !
i cant lie… i love the “year x”
dude come on these tuts need to come out sooner it takes like 8 days just for a tut to come out WAHHHHHHHH
What are you talking about? For the past few weeks there’s been like 1 per day or two days… and only sometimes three.
hey man, good stuff!
. That box deserves a lot more attention than it gets.
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
Claus is right, you can use the “n” menu or just hit F6 if you close the menu accidentally
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.)
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.
Yes, I like to have a body too, shoulders are soo difficult to make on my own
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…
)
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
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?
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.
one word WOW thats look so cool
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.
Part 4 is already in production?
ty
No, this series is finished.
I always like to append Groups. Always works like a charm.
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!
Wow, just checked out the final result of this tutorial. (Yeah, I fast-forwarded…) Can’t wait to get started!
Tuto excellent, very good and complete … thank you very much
Dobby: http://blenderw.blogspot.com/2011/11/dobby.html
you just took my box modeling to another level, great work.