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green dragon


castaneda
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  • Advanced Member

Thought I'd post this work in progress of a green dragon. This has been a test in learning how all the different tools work and the effects you can get in both voxel and surface mode. I'm finding that with 3d coat one can't be timid. It's really, "dig in", literally. As I am still relatively new to the modeling/sculpting skill set I tend to learn something new just about every time I use 3d coat. Hope you like

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  • Advanced Member

Here are a couple shots of the re-worked green dragon. The first attempt was becoming too bulky, too heavy, too serious. Also, I'm still learning how to do hands and feet and what tools are best for those. The earlier attempts were kind of disasterous. I think I did better this time around. I used the spikes tool. This is a lighter version; meaning I just kind of went with the flow and allowed happy accidents to happen. Like with the belly scales. Those were a happy accident with an alpha brush I made. I'm wondering though. Are there some parts of the dragon that should be separated on different voxel layers for easier texturing? Right now the dragon is one voxel layer accept for the eyes. Anyway, I think this is a more satisfying sculpt

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  • 2 months later...
  • Advanced Member

Didn't know if I should start a whole new thread or just post in this one. Decided to post in this one. I'm working on a character I think Ill actually finish this time. As I am still a newbie with 3d coat I have worked this in both voxel and surface mode. Better details with the surface mode. But I do have a newbie question in regards to retopologizing. Notice the arms are tight against the body. How would one go about retopologizing this situation. Should I have made the arms out further from the body and then pose after? Not sure how to go forward from here.

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