![]() |
|||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||
|
Headlines
|
|||||||||||||||||||||||||||||||||
| Making of Snake and Mouse by Anna Celarek | |||||||||||||||||||||||||||||||||
|
Rigging To start the rigging I moved into Blender. For posing the snake, I first made a quick retopo so that I didn't have to deal with the large amount of polygons while rigging. The rest of the tail was done from two cylinders and instead of bones I used curves here. I also assigned the mouse to an armature. For the tail I used segmented bones, which means that the bone can bend itself. So I didn't need a lot of bones to bend the tail nicely. Click to Enlarge Rigging steps Hair For the hair, I used the new hair particle system.
Here you see my hair shader settings. Again, I outlined the more important things. The settings in the Strands pop-out menu (top left, marked orange) are important, for example the surface diffuse setting causes the fur to inherit lighting from its mesh. This picture shows a close-up of the fur texture on a part of the head and the inner side of an ear. I used photographs of different furry animals to create this texture. When using the Blender hair system, it's good to use this kind of texture with dark-bright differences in a small scale. The strands of hair inherit the color of the texture, and this way the hair that is close to each other differs in its brightness making it more visible. If I had used a texture without such structure, for example a single color skin texture, the hair color would be too uniform and the individual strands of hair would not be distinguishable. Click to Enlarge Hair steps |
|||||||||||||||||||||||||||||||||
|
CG Gallery
|
|||||||||||||||||||||||||||||||||
|
Latest Features
|
|||||||||||||||||||||||||||||||||
|
Latest Videos
|
|||||||||||||||||||||||||||||||||
|
Other Features
|
|||||||||||||||||||||||||||||||||
|
Forum
|
|||||||||||||||||||||||||||||||||