Detailing the facial flesh has started. I'm using the experimental Brush Assets Project build of Blender, and I like the UI of brush icons at the bottom, in stead of using hotkeys.
Work-in-progress impressions of "Matt Demon". See previous post for the final rendering, and other posts in this thread for more work-in-progress impressions.
Sculpting in Blender again, after months of using only MagicaCSG.
Switching tools after a long while requires readjusting to the different 3D viewport navigation controls. But muscle memory fixes that swiftly, and I quite enjoy mesh sculpting again, after lots of modeling with SDF primitives.
They said "Draw #demons". But nobody said I couldn't draw them like some Cartoon Network series #characters :blobcatjoy:
I could imagine this, series like "Dexter's Laboratory", but taking place in Hell and other dimensions of universe. They could also be siblings, grumpy brother and overly optimistic, often lighthearted sister... Are these some kind of "typical cartoon #character stereotypes"? :blobcatjoy:
In the Goetia, Astaroth is a duke of Hell who encourages slothfulness and laziness. His breath stinks, and he loves to claim that he didn't really fall from Heaven; it was all a misunderstanding. Astaroth knows much about the past and future, and the liberal arts.
🎨 Louis le Breton
For centuries, university students dabbled in sorcery to rebel against their parents. Thus, many demons in the Goetia specialize in finding treasure and/or teaching academic disciplines such as science or literature. Quick money and acing tests appeal to students.
🎨 Louis le Breton
Started a new modeling experiment… I want to try and create a semi-realistic character in my favorite 3D editor: #MagicaCSG , by @ephtracy .
It's going to be a bit of a challenge, because every detail needs to be added, subtracted or intersected using primitive shapes, as opposed to 3D sculpting, where you can freely brush details in a clay-like manner.
So if this doesn't get follow-up posts, I will have failed miserably. 😅
I still don't know if this is going to work out in MagicaCSG, but it's an interesting experiment.
It feels a bit like creating a semi-realistic head using NURBS, although SDF modeling is non-destructive and more flexible. But generally speaking it's more suitable for hard-surface modeling and cartoon-style characters.
An update of my experimental Demon head using SDF 3D modeling with primitives in MagicaCSG.
The sculpture now exists of 82 primitive shapes in 5 separate objects, added, subtracted and blended. I think I'm done modeling. Tomorrow, I'll move on to materials, lighting and rendering.
To give you an impression of the primitive SDF 3D shapes that make up my demon head in MagicaCSG, I've set them a bit apart from each other.
A number of the elements that are visible here are used to subtract parts, and are invisible in the actual sculpture. Also, some shapes are obstructing other shapes here.
I wanted to challenge myself and modeled a semi-realistic demon head using purely SDF primitives in the MagicaCSG 3D editor.
The final head exists of 129 added, subtracted and blended shapes, and is rendered inside MagicaCSG as well. As a final touch, some texture was post-processed into the rendering.