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| Making of “SUPER SNAIL,” by Andrés Hurtado | |||||||||||||||||||||||||||||
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Modeling - Part 2 - Click to enlarge modeling steps
As for the helmet, at the beginning I wasn’t sure about it. I was afraid it could make the nice face of the snail less important, but once it was placed properly all doubt disappeared. Not only did it not make the face less important, but also it added a quirky touch. The helmet began as a sphere and I changed it by means of cuts and extrusions. On the sides of the opening some polygons were triangular, which made an effect of imperfection on the model, but this was easily solved when textured so I didn’t worry much about it. The rounded side of padding that outlines the opening of the helmet also helped to diminish that unwanted effect.
The shine on the opening of the shell, the body and floor was made by means of sweepa NURBS distorted with different thicknesses. The sticky stuff is EPS’s imported from Freehand. Texturing - Part 1- Click to enlarge texturing steps
To make the texture of the snail I had to be very patient. The first step was the UV mapping of the body in BodyPaint. Using a photograph of an actual snail as a starting point, I cloned parts in different layers that I modified afterwards by changing the size, orientation, etc.
The displacement map achieved from the texture and later applied to it, highlights the specular even more and adds lots of shades to the snail skin.
To achieve a believable effect in the texture of the shell of the snail I started with a photograph of a melon that I cloned a few times in Photoshop to get a good base. I then mixed it with another photograph of a piece of tree bark and finally I added vertical lines on another layer with an airbrush.
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