PART 1: SHAPE AND FORM
The first video is a 2 hour modelling session condensed into 20 minutes. It shows the modelling process from a basic primitive up to the blocked out shape and form of a Dragon including wings, limbs, tail, head, mouth and eyes. As with most subdivision modelling projects of this type I started with a mirrored cube and started splitting and extruding to build the shape. I try to use the minimal amount of triangles and N-gons in the modelling process and as I finish each section I remove everything but quads. The idea being that it’s really easy to keep it 100% quads without lots of cleaning up at the end of the project.
PART 2: DETAILING
In the second part I created some materials and added them to the creature. This Dragon will have to be UV’d so the materials are really more to help the modelling process rather than being needed for render time. I added detail to the head and legs and I made a set of gums and teeth and reshaped the head to suit the model.
PART 3: REFINING
Part three is more of the same but getting into much finer detail. Working around the model I keep checking for bad polygon flow and adding muscles detail as I see the need. I use lots of smoothing to keep the mesh as tight as possible. By the end of this video the model was back to 100% quads and ready for UV’ing.
At the end of part three I decided to try a little rendering experiment. I took the Dragon into ZBrush and added a mountain top for him to rest on. I used the transpose tool to get him into the correct pose with his feet firmly grasping the mountain then exported the model back out again. I rendered it in Cinema4D and used a wax type material with sub surface scattering switched on.
WIPS: Work in progress images