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captainkirk
7th December 2007, 01:22 PM
This is where I will post my dinosaurs. This isn't my first dino but the T. Rex and the Stegosaurus weren't that great but they can be seen on Blenderartists.org. I decided to model the Spinosaurus but it isn't based on the JPIII one, I was inspired by the work of Todd Marshall. The model will be added to the meshes section when it's complete.

BillS
7th December 2007, 05:25 PM
Nice to see some work coming out of blender!

today
7th December 2007, 05:57 PM
Planning on rigging him for animation when you're done?

TheGreatRaja
7th December 2007, 07:16 PM
The eyes look odd, but other than that it's a nice start

captainkirk
7th December 2007, 07:16 PM
Planning on rigging him for animation when you're done?
Yes, I plan to do some animation with it. I'm creating my own Star Trek fan series.:evil:

captainkirk
7th December 2007, 07:36 PM
The eyes look odd, but other than that it's a nice start
Odd? In what way?

TheGreatRaja
7th December 2007, 07:41 PM
The eye looks like it's face forwards yet the skull looks like the eye should be more looking to the side like that of a Trex or a horse. Could be caused by the angle

captainkirk
8th December 2007, 04:33 AM
I always thought predators would have forward facing eyes to help them look at prey.

Cybit
9th December 2007, 12:17 AM
I think the problem is that the eyes are sunk just a hair too much into the side of the head. Which would make a forward view harder.
Not all predators have forward facing eyes, my snakes which are predators don't for example. Neither does my Tagu Monitor in all actuality, I can dangle a mouse in front of his face and he doesn't always see it. But let him catch a wiff of it's scent and it's all over with but the crying (and so is my finger usually). :evil:
I keep forgetting to add things...sorry
Reptile predators don't see like we do, most of the modern lizards which are descendants of the dino's have a blind spot directly infront of their faces. I can't remember the name for their type of vision right now, but it's way different than ours. :)

Try pulling the eyes out a bit and maybe tilt them slightly inwards from back to front (the front of the eye in slightly). That should help with the look of the head. Nice start otherwise.

captainkirk
9th December 2007, 02:59 AM
Ok, I'll try that. Thanks for the tip.

captainkirk
10th December 2007, 12:32 PM
I downloaded the trial of Mudbox and started playing around with it. In the third picture you can see the detail I added but in the proccess I got the vertice count up to 460 000. I should start rigging soon.

Cybit
10th December 2007, 07:48 PM
That last image shows some nice improvement, is that after being in Mudbox?

captainkirk
12th December 2007, 10:33 AM
Yes. I was attempting to imitate this one: http://www.scifi-meshes.com/meshes/?dlid=220. It was don in Zbrush and Maya.

Matt
13th December 2007, 07:33 PM
This has come further than I would really dare in any case though -- good work :)

captainkirk
14th December 2007, 10:28 AM
Thanks for the complements. I'm currently rigging it but I've suffered a few setbacks at the hands of Windows.

Matt
15th December 2007, 06:01 PM
Story of a lot of people's lives :(

Cybit
15th December 2007, 10:12 PM
Gotta love windows :)

captainkirk
16th December 2007, 04:57 AM
I should have the Linux version of Blender working soon so I might have an update soon.

captainkirk
21st December 2007, 11:33 AM
I just figured out how to use sculpt mode in Blender and reduce the poly count when I need to so I redetailed it and I've started rigging but I've hit a problem because I still can't get the Linux Blender to work.

BillS
21st December 2007, 04:28 PM
Is the problem with Blender or with Linux? I can't help but I know there are quite a few Linux guru's around.

captainkirk
21st December 2007, 10:16 PM
The problem is with the Linux version of Blender but I downloaded the one from graphicall.org but it needed Python which I downloaded last night. Now I just need to figure out how to run it. I'm using Ubuntu.

Cybit
22nd December 2007, 04:07 AM
I have to say that I'm impressed with the fact that your modeling this in Blender, kind of makes me want to download it and give it a try again. I hope you don't take this wrong but...even though there's still room for the model to grow, I'm seeing real improvement in the model since your first post. I admire your dedication to the project with a program I personally once considered very limited and difficult to use, it's looking much better and keep the updates coming. :D :D

captainkirk
22nd December 2007, 12:33 PM
Thanks. Before I started using it I protested like crazy against using it, now I'm addicted to it like you and Zbrush.

Cybit
22nd December 2007, 01:09 PM
Thanks. Before I started using it I protested like crazy against using it, now I'm addicted to it like you and Zbrush.

Me addicted to ZBrush..............naw never, not me :nuts: :nuts: :crazy: :crazy:

Gorgonzola_Happiness
22nd December 2007, 08:39 PM
Blender is a lovely idea. I just wish I didn't have to bash my head against the interface to get it to do anything... like with Maya (for me) or even (shock!) 3DS... unfamiliarity (also) breeds contempt... *sigh*

McFilms
22nd December 2007, 09:16 PM
I downloaded the trial of Mudbox and started playing around with it. In the third picture you can see the detail I added but in the proccess I got the vertice count up to 460 000. I should start rigging soon.


It should be a killer model when finished. BTW, I was looking at a number of modeling software packages, and I was wondering how you liked Mudbox. Are its tools easier to work with than LWModeler?

captainkirk
23rd December 2007, 01:39 AM
Are you asking me or someone else? I don't use Lightwave.

McFilms
23rd December 2007, 02:02 PM
captainkirk - sorry. since I was commenting on your work in your topic, I didn't see the need to place your name and/or quote in my reply.

my bad...

Cybit
23rd December 2007, 04:05 PM
It should be a killer model when finished. BTW, I was looking at a number of modeling software packages, and I was wondering how you liked Mudbox. Are its tools easier to work with than LWModeler?

Since I just started using Mudbox yesterday ( Not a word captainkirk - ;) ) I'm no expert, but I think modeling is much easier with the LW Modeler, Mudbox has some very nice tools for adding detail into an already completed model, as long as you export it as an object file from LW. But I wouldn't want to try modeling from Mudbox right away.

On a side note, Mudbox is alot like ZBrush and I like the way ZBrush models better. IMHO you also have more control of your tools, pallete and work area in ZB

McFilms
23rd December 2007, 07:27 PM
Cybit - Thanks for the input!