Animation and 3D modeling Flame IMP // Splinterlands Art Contest Week 184!

in #hive-133233 years ago
  • Hello hivers! Happy day 😉
    Today I'm sharing my new Splinterlands art for this week's contest.
    This time I made a model that can be animated without problems, since it does not use the sculpture and it has a much smaller number of polygons than a sculpture.
    To begin with, I shaped the head, as I always use a cube, I apply surface subdivision to it, also with the mirror modifier, and start working on the shape.

  • ¡Hola hivers! Feliz día 😉
    Hoy les comparto mi nuevo arte de Splinterlands para el concurso de esta semana.
    Esta vez hice un modelo que se puede animar sin problemas, ya que no utilice la escultura y tiene un numero de polígonos mucho mas reducido que una escultura.
    Para comenzar fui dando forma a la cabeza, como siempre utilizo un cubo, le aplico subdivisión de superficies, también con el modificador de espejo, y comienzo a trabajar en la forma.

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  • After finishing with the head, I continued with the torso, which I modeled separately to later join it, modifying the mesh a bit so that the amount of polygons matches for the union.

  • Luego de terminar con la cabeza, seguí con el torso, el cual modelé por separado para luego unirlo, modificado un poco la malla para que la cantidad de polígonos coincida para la unión.

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  • The next thing I did was to model the part of the waist joining it in the same way as the torso and the neck, I also applied the same procedure to join the legs to the body.

  • Lo siguiente que hice fue modelar la parte de las cintura uniéndola de la misma manera que el torso y el cuello, también aplique ese mismo procedimiento para unir las patas al cuerpo.

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  • The last parts that I modeled were the tail, the eyes and the wings, the latter was a bit complicated for me because the planes must match well with the other parts of the wings so that there are no errors in the mesh.

  • Las ultimas partes que modelé fueron la cola, los ojos y las alas, esta ultima se me complicaron un poco por los planos deben coincidir bien con las otras partes de las alas para que no queden errores en la malla.

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  • After finishing the modeling part, I made the character's beard with particles and worked on the materials for the texture.

  • Después de terminar la parte del modelado, le hice la barba al personaje con partículas y trabajé en los materiales para la textura.

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  • The last step and the reason why I made the character so that it can move, is the one that made it the most difficult for me, because I don't know much about animation, but I still tried it and I liked the result, but I lost more than 2 hours doing another animation that I did not like at all haha.

  • El ultimo paso y el motivo del porque hice el personaje para que se pueda mover, es la que mas se me dificultó, porque no se mucho de animación, pero igual lo intente y me gusto el resultado, pero perdí mas de 2 horas haciendo otra animación que no me gusto para nada jaja.

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  • Now if I show you the final result with the animation and some renders, I hope you like it.

  • Ahora si les muestro el resultado final con la animación y algunos render, espero les guste.

diablitp_splinter1.jpg

diablitp_splinter2.jpg

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  • Well friends this is my participation for this week, I thank you very much for the support and the time to see my work, see you in the next one ✌️😀

  • Bueno amigos esta es mi participación para esta semana, les agradezco muchísimo el apoyo y el tiempo en ver mi trabajo, nos vemos en la próxima ✌️😀


flame_imp.png
Original art


diablitp_splinter3.jpg

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Thanks for sharing! - castleberry#6859

Great work again bro keep it up!
!1UP !PGM !PIZZA

Thanks brother.

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This is great! Looks just like the Flame Imp.

Thank you. I like that they see it similar 😁

Wow. Amazing.

This is my first time seeing an animated work of yours.

Great job.

!PIZZA !PGM !LUV

Thanks friend.
The truth is that the animation is quite difficult for me, especially the riggin

I agree. Rigging and animating different parts of a single mesh is indeed tough.

Check out my unicorn, I had a hard time animating it also.
I sculpted it and did not do retopology. 😅
The mech that I made last was far easier to rig as it has separate parts.

Btw, I thought your gonna animate the eyes also when I saw the number of bones you added in the face of your flame imp.

Good heavens! How did you manage to animate it with so many polygons?

I'm not very good with the skeleton, use the addon and then modify it, I'm a newbie at this, I animated directly by moving the bones, because I don't remember how to work with the rig hahaha.

The polygons are not that many.
It's just 37k triangles or 18k quads. 😁

I adjusted few settings on the render properties so it did not take me too long to render.

wow! mine is just under 4600 faces or 9600 triangles.
but your sculpture is of little weight.
No se como poner que es ligera en ingles XD

I did not put much faces as I know that I will not do retopology.
I will add more faces in the future when I get better at sculpting. 🙂

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¡Wow, te quedó igualito! ¡Está increíble, @rowell! ¡Estos modelos animados que haces son fantásticos, de verdad! ¡Toma !PIZZA, !PGM, !LUV, !HBIT, y !LOLZ!

jajaja gracias bro, la animación me cuesta bastante hacerla, tengo que estudiarlo mas.

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Great job, friends!
You are growing
I have great expectations for your future!

Posted using Splintertalk

Thanks friend.
What is the impact of using the platform directly? I use to use ecency for the points they give to promote the posts.

I'm sorry, but I'm not sure.
When I click on your post in the art contest, it appears in SplinterTalk, but when I go to your post from the reply to the comment, it appears in PEAKD.
I don't understand this phenomenon or its meaning.

Ah what happens is that in the comment for the contest I leave the splintertalk link, and the comments if I leave them for ecency.

Reblog your posting

thanks

Mostly well come dear

We're a tiny bit siff on takeoff (wings probably needed to beat after the jump), nice work though, I love the little hover jitter :) The eyes look great too!

Did you use Rigify or just make the rig?

I would have liked to make the animation a little longer, but using cycles and only processing with the cpu because my rx 580 can no longer help in the render, it takes a long time, I don't know much about animation, the riggin thing is complex, I only used the skeleton.
I also liked how the eyes turned out, I didn't use the combination of nodes that I always use for the cornea, I adjusted the principled BSDF a bit with a mix shader with transparency.

I love animation, it's my favourite, hate rigging, it is indeed very complex XD I do know how to rig (theoretically) but just use Rigify because it's a lot quicker and easier and makes a nice and easily modifiable rig x_x I do recommend learning it so you know how to do it, but if it's not your thing, there's a nice tool for that XD

Renders (especially the really nice ones) will take a while so sometimes you just have to be patient :)

I know it's harder when there's time limits like there are for competitions

Have you found the free render farms like sheepit?

I have to study more about the rig, I know very little about it, I'm just daring hahaha.
I don't know about farms. What are they?

The render farms? Basically a bunch of networked computers (how they're networked depends on which render farm you're using, I think the normal paid ones are in data centres, and the ones like sheepit and burp which I don't know if it's still running as it had stalled violently last I checked are distributed) that you send your animation to and each computer involved in your project renders out at least a frame (or bunch of frames, I'm not 100% on the details). At the end something packages all the rendered frames back together nicely for you.

Oh I understand, I imagine that's how movies with super powerful machines will do.

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