I blocked out his little island. I'm rather happy with the silhouette, with the cool swirly roots :) Now I'm going to sculpt the rocky parts of the island and the bark of the tree.
I've tried to make some folds using the displacement curve brush. It's quite nice. I've tried to do the rest with the inflat and the standard brush, but it looks more like roots.
Yes the tree-bridge is real. These tribes intertwine the roots and such over the course of several generations, and they make for very strong and resilient bridges, apparently. I quite love the idea of them.
I like this, you modeled and textured it towards realism but still stayed true to the original character design roots. I think you can call this a job well done .
robo-cat is just awesome! Although I feel sad for the lil guy, because he had no say in the matter. And it doesn't look like they trained him very well.
Very beautiful work do you think we could get a shot of the building with the statues on the sides of it and the giant tower/columns? The waterfall and dangling roots are great touches! -Woog
I get what you're trying to do - I see this all the time. What you have after this process is a normal map that doesn't work with your mesh regardless of whether you use averaged normals or not . Bad practice aside though.. I don't think thats necessarily the root of the artefacts in your original image - there's a better…
Cheers Robat! Yeah I agree, I could polish it a little more I think. If I had the patience I'd adjust all of the timing. I set myself up for a struggle because it's all a little fast which leaves me very little time to add adequate in betweens. Then I rocketed ahead too far to a point where it would be a pain to adjust all…
if you click/drag the sections between spheres it will scale from there on up the chain. So if you click the root section(between first/second sphere of a chain) it will scale the entire chain.