I've done two dinosaur models myself now and it's always cool to see new techniques applicable to what you've been doing that you never would have thought of on your own. Thank you for sharing this.
@@BenJewer I have a few questions regarding dinosaur creation for games in blender for a project I and a few other have been working on for a while now
This is so great! Some really cool techniques here that are completely new to me. Thanks for providing insight into the process of creating something like this
I love your raptor! I dont often see raptors without feathers from people anymore, I miss those times. And I find it good to see people are still doing this and being creative without feathers. Anyway great video. ^ ^ I will being watching this as I follow along with modeling, as my modeling skills are rusty, I find this a good way for me to get back to it and practice. Please keep up the amazing work and subscribe. ♥
Great work, I wish I could understand more how you're doing the modelling. It could help me reduce the time working on a project in blender. Mainly the way you model the head is amazing
i’m currently taking a blender intensive in school, and i can make a dino ball out of the original ball they give you when you open a new sculpt file, but now you have inspired me to explore blender and hey, i may find out how to make a better and bigger dino. THANKS!!!! :)
I need a slower substance painter tutorial! I saw I commented a year ago when I started blender. I’ve made an awesome model and am now working in substance. Started with you, I need to know how you textured this thing so good!
That's the coolest 3D non-JP Raptor I've ever seen so far. For a new guy who's yet to have Blender, it looks like Mount Everest in terms of climbing the skill tree. This brings me to my question: Since cartoon characters have no viewer expectations for genetic realism, if you remade this as an anime dinosaur, is the total workload easier?
Gaaad dayem! That’s so good. I’ll try match that. I’d normally make this using zbrush. Just got into Blender as a pro artist. I’ll give it a bash in sculpt
One thing I will say, is that theropod dinosaurs physically weren’t capable of bending their tails in the way I saw them being bent by the rig in this video. Tails on theropods were rigid counterbalances that also housed huge rigid muscles that were the femoral retractors in the stride.
Note how this guy hasn't gone into sculpt mode even once to get this professional-looking model. He solves 2 or three steps at once. - Firstly, his neat box modeling is all square, this entire mesh can be duplicated to use for the retopology later on. ( However, he uses this one and unwraps it before sculpting. I'll have to look into that) So that is a different workflow. - His box modeling is clean, without vertex or vertices being left over from some mistake, or etc. - His box modeling goes down into the finer detail by pulling on vertices. ( after applying subdiv ) - I mean, half the work seems to be done. I can almost say this guy's workflow is 10x better than the one I sorta developed out of knowing the program in part. Kinda funny, Last night, I realized, I should do box modeling down to the details of the muscles and the finer stuff so I can avoid sculpting in those because it is a lot harder to control the deformities. ( Uneven muscles on the sides of the legs, dips, and little hills that occur depending on your brush strength and radius. I did get out a pretty great Triceratops that I still cannot believe I built, but some hours were spent on fixing a very poor box model job. Today I realized my tyrannosaurus head needs a total rework. xD. I got this. Thank you for the vid. You're a pro!
Thank you very much, really appreciated! I do find that box modelling first forces me to get the overall shapes & forms right as it forces you to focus on those, whereas if you start out sculpting with dynamic topology for example it can be tempting to rush straight to adding the fine details. It is more restrictive though as you really need to plan out your model much more in advance, e.g. know where your deformations are going to take place, know where you might need denser topology for more details in sculpt etc. At the end of the day every workflow has advantages and disadvantages. So long as you end up with clean topology and a nice sculpt it doesn't matter what you choose so long as it works for you.
@@BenJewerThat is true. I can definitely say, my workflow had me give it all up for a year or more. Last night I finished modelling a tyrannosaurs based on your way and it never looked as good. I am almost certain, the baking will be much easier. I think if you take the multires, before you apply any subdiv, you duplicate it and keep the duplicate for the retopo later on, the symmetry will match well enough for baking? Or is some space required? After all a retopo build around the high poly, is a little bit bigger. But anyways that way you don't always start from scratch with retopo when you want to bake. Just copy your perfect looking box modelling. aha.
There I am just extruding vertices with the E key, moving them into place, and then filling in faces between them by selecting 4 vertices and pressing F.
Super clean work mate! I usually do high to low in ZBrush but I really like this approach. Super clean forms and your mesh is tight. Blender has really come a long way as a pipeline tool.
Thanks very much. I’ve been meaning to try Zbrush for a while, I hear it handles high poly counts much better than Blender. At the moment that’s my limiting factor, my computer tops out at 15-20 million polys in Blender so have to do the rest of the detail in bump. Blender has certainly come a long way though and it’s amazing how much you can do entirely within one app.
@@BenJewer ZBrush is king when it comes to high frequency details and polly counts. My last project was 125 million with vertex colors and 40 sub tools. I average 40 mill for a regular project. My PC is old now with only a 6700/1070/32g ram. However it lacks in being able to go from start to finish for a production pipeline. You can UV and manual retopo BUT I would only do it for personal projects and studies. Blender having proper UV and topo tools and being able to do PBR is really nice. With ZBrush I usually need to go through 5 different programs for production. ZBrush/Topogun/Rizom/Substance/Maya/UE5.
Ah thank you that is great to know - I will have to finally bite the bullet and install the trial and see how it performs on my machine. Mine’s quite old and in need of an upgrade really but would like to get as much mileage as I can out of it. I’m wondering if I could do my normal multires workflow as usual and then take it into Zbrush for the final detailing and then bake normals. Annoying to add another program but probably worth it.
you are great ben, make us believe that blender can rival with zbruzh, when it comes to sculpting. and make it seem that blender can be used for production class vfx. you are crazy...👍. Love you work
What is this method of modeling called? I usually do the cube tracing thing but I want more ways to model, and I have no idea what this would be called to look it up, thanks!
This is so helpful for my schooling. I've been having a hell of a time trying to even break into learning any kind of program I'll be needing for game design. It's so intimidating. I'm 34, so I'm fairly set in my traditional art ways haha. Your work is helping my understand a bit more of some of the processes. I think learning whatever everything does and how become familiar with it all is the scariest for me. I chose 3DS Max for my program of use in my introductory modeling classes and such (it was either that or Maya). Does it become second nature quickly, and once you learn a program or two, it's mostly adaptable? Or does it take quite a while and learning everything is almost new each program? Great work! It turned out amazing. I'm a bit of a dino fan, and even though I've always disliked the shrink-wrapped, naked dinos (even as a kid haha), yours looks really nice!
Thanks for your comment, glad you found it useful! Broadly speaking, the principles of 3D modelling, sculpting and texturing will translate between most programs. I did a small amount of work at a studio that used Maya once and (after the initial shock of the UI & hotkeys being totally different to Blender) I was fairly comfortable with it for basic modelling after a few days. Every program has its quirks though. I'd really like to do some more realistic feathered dinos, it's going to be a bit of a complex challenge though!
I like this workflow, i usually sculpt my models first before retopologizing. I wanted to try out your workflow, but I don't find the seeting that the wireframes lines are bending and adapt to the shaded mesh. the connection between the vertices is always straight. It seems like it is useful to use your settings. Where can i change this? I hope this question makes sense :D Anyways, great work
Wow I’m really impressed and shocked to how cool and detailed this is!👏🔥But how did you lower the vertices since it was at a high number before? (Asking since my model has high vertices and I can’t put it to automatic weight unless I lower it.)
Thanks very much! To do that you add a Multires modifier to the object, then press the 'Unsubdivide' button and it will attempt to create a lower subdivision level. This only really works on subdivided quad meshes, so if you have used dynamic topology you will probably need to retopologise it manually.
@@BenJewer ok thank you so much! Plus I really want to try and pose it so now being able to use and put armatures to automatic weight can really help!👋👍
At the part where you were pushing the mouth closed to make sure the lower jaw lined up with the upper jaw, how did you manage that without rigging it?
I used a hook modifier, which allows you to assign certain vertices to another object. I placed an empty at the hinge point of the jaw and hooked the vertices in the lower jaw to it, then you can just rotate the empty to close the jaw. You need to make sure that the modifier is set to be visible in edit mode. It isn't a 100% perfect method as you are basically transforming the vertices and then having them moved into the closed position, so some of the transform axes won't behave as expected, but it is works well enough.
👋 hello I have a question about the lower jaw in edit mode before sculpting: How can you adjust the shape of the lower jaw and then return to it's original position (without armature) but the shape is changed so it can fit properly. How did you do it?
Hey I love all of your blender videos!! I was wondering if you could help me by any chance, so I have tried to follow the donut tut many times and keep getting different issues I just cant fix, its very frustrating. Should I instead look for a different tut? How did you get started? :D ❤
This is cool. A little advanced for me, do you have e a recommendation for something a beginner should model and sculpt... also does the sub modifier translate down when you unsubdivide?
Sorry - to ask a question. When you modelled the mouth you were able to close it and open it to match the top/bottom mouth parts together. What is it you said? You use anti hook or something? If you do read this, can you give let me know what that function is and I can research this. Thank you
It's a hook modifier - it allows you to parent some vertices in edit mode to another object (e.g. an empty), like a very basic form of armature. You'll find it in the modifiers tab. It's useful for nondestructively moving vertices around for aligning things like this.
The model looks great and it was a lot of fun to watch you create it! I only have two little nitpicks. First, its heels look too angular to me. Like, the transition from foot to leg is almost a sharp corner which just doesn't look right imo but that may be personal preference. And secondly, the underside of its torso looks a bit too bony/skinny. That's a common issue with dinosaur reconstructions where artists follow the shape of the skeleton a little too closely and don't add enough meat onto the bones, especially around the pubis. But all in all it looks great :)!
The model is beautiful. I bought it and I like it very much :) If I can ask, where is the price difference between turbosquid raptor and blendermarket raptor? Personally, it seems to me that this raptor from the blendermarket is more refined and has more details than the one from the turbosquid. All your models are great, but this raptor is probably the best and the cheapest :)
I know Jean-Yan really wanted it to be affordable for hobbyists/beginners so I think that was the main driver for the pricing. TurboSquid is more aimed at professionals/studios, so the pricing reflects that & includes the additional guarantees, insurance, support etc. that TurboSquid provides. For example to be checkmate verified I have to go through quite a rigorous checking/inspecting process & models have to meet very tight criteria to pass, which Blendermarket doesn't require. And of course TurboSquid take their cut so I have to price to reflect that. At the end of the day though I hope my models are all quite affordable for what they are, just this one is extra affordable ;)
The substance model is really high res! idk how you did that, when I push the polys in substance I usually get pretty poor performance and I'm running a pretty great machine. Also this was absolutely fantastic work
Thanks! I can't remember the poly count for the model I brought into Substance but it was at least 2-3 subdiv levels and performance seemed fine. I did bake the normals already so that makes it look a bit more detailed in Substance than it really was, but the baking tools in Substance are really nice so it is worthwhile trying to use the highest poly you can. I suppose a workaround would be to bake the maps with a high poly and then swap it out for a lower poly model with the same UV for doing the actual paint work.
@@BenJewer Thanks for the detailed response! My workflow is usually to take the lowest poly I can get and then bake the high poly zbrush onto that with substance. I'm gonna try out some stuff from your video for sure. I've been struggling to find a new rigging method that doesn't rely so much on manipulating autorigging tools, seeing your rigging process really helped me!
I've always been wondering, is it possible that if you sculpt a dinosaur with clay that you're able to take a picture of it and somehow transport it into blender where you can edit it and all that, is it possible to do that or is that with a different program ?
I’ve never tried it but there are a couple of ways you could do that, in fact that’s the way the dinosaurs in Jurassic Park and Walking With Dinosaurs were made as 3D modelling in-software was too rudimentary. Back then they used a laser scanner, though now you could use photogrammetry (taking lots of photos from different angles and generating a model from that). There are various bits of software that could do that for you but I’ve never tried it myself. You would also need to retopologise quite heavily to get something usable for animation.
If you don't intend to pose or animated the model then it's not necessary, and sometimes in simple models you can get away with just using automatically generated weights. But in most cases you will need to go in and manually adjust the weights so that the mesh deforms properly.
@@BenJewer Oh, thanks for the info! Already had my first try using Blender yesterday, it was hard, and I still have to learn how to pose 3D models properly
I just found your channel and was wondering if you could maybe post or link a video of your modeling process in real time? I really love your models and would love have mine turn out similar to yours in the future. Love the content 💜
Thank you! Yes I’d love to do something like that in future. These models just take so long that doing a real time with commentary would be at least 20 hours beginning to end!
I am using a hook modifier for that - it enables you to attach a set of vertices to another object (e.g. an empty). You can toggle it so that the effects are visible in edit mode, so it is useful for mouths/jaws where you want to adjust the mesh so it lines up probably without actually rotating the vertices.
Just want to comment on IK on the arms. I think, at least for a predator, Ik on the arms is absolutely necessary. They'll be using those hands to grab and hold and subdue prey. I really hope you guys can update this rig in future, because it's a beautiful model.
Honestly, once you get to a certain point with blender, videos like this are tremendously more valuable than any tutorial out there.
I've done two dinosaur models myself now and it's always cool to see new techniques applicable to what you've been doing that you never would have thought of on your own. Thank you for sharing this.
Same.
Good Tutorials u can recommend?
Fantastic job Ben! You're truly an amazing and talented artist!
Thanks Jean-Yan! It was great fun working on this, can't wait to see what you do with it next!
@@BenJewer I have a few questions regarding dinosaur creation for games in blender for a project I and a few other have been working on for a while now
Is there any way I can contact you directly?
I feel like you have extensive knowledge in this kind of thing, and this would be right up your alley.
What a handsome boy! You really did him justice, I can see the love, care and soul you put into this dino.
bro this is incredible and phenomenal . it looks real. dudes who make jurassic world should hire you as one of their artist
13:00 - Perfect! Great video, sir!
absolutely sick dinosaur model
This is so great! Some really cool techniques here that are completely new to me. Thanks for providing insight into the process of creating something like this
Adding a subsurf mod at the beginning of modeling instead of after the initial blockout is extremely helpful. Great idea!
probably one of the greatest dinosaurs i have ever seen made before nice!
I love your raptor! I dont often see raptors without feathers from people anymore, I miss those times. And I find it good to see people are still doing this and being creative without feathers. Anyway great video. ^ ^ I will being watching this as I follow along with modeling, as my modeling skills are rusty, I find this a good way for me to get back to it and practice. Please keep up the amazing work and subscribe. ♥
OMG WAS WAITING FOR IT!!!
WOW! I love doing stuff with the popular JP Raptor model you have on Turbosquid and it's so cool that you made another!
Great work, I wish I could understand more how you're doing the modelling. It could help me reduce the time working on a project in blender. Mainly the way you model the head is amazing
You are my inspiration man
Stunning work, attention to detail is 👌🏻
I recently started blender animations and am a big dino fan, and this was the best video I ever seen... 👏👏👏
i’m currently taking a blender intensive in school, and i can make a dino ball out of the original ball they give you when you open a new sculpt file, but now you have inspired me to explore blender and hey, i may find out how to make a better and bigger dino. THANKS!!!! :)
I never have thought about using a circle instead of a cube, you deserve more attention
Excellent modelling and amazing work
comment for the algorithm damn this was inspiriting to watch. Nice workflow, love the sliders!
Such a genius, great work
Great video! Wish you had one with a slower timelapse just to see details a little bit more, but love the vid
I need a slower substance painter tutorial! I saw I commented a year ago when I started blender. I’ve made an awesome model and am now working in substance. Started with you, I need to know how you textured this thing so good!
Thanks for the stuff Ben :D
This is great! Thank you for sharing!!! Looking forward to sculpting and modeling in blender~
That's the coolest 3D non-JP Raptor I've ever seen so far.
For a new guy who's yet to have Blender, it looks like Mount Everest in terms of climbing the skill tree.
This brings me to my question: Since cartoon characters have no viewer expectations for genetic realism, if you remade this as an anime dinosaur, is the total workload easier?
Very beautiful model
been waiting for a new upload!
Stunning work, looks so realistic!
The model looks "real"
But just to be clear it's not accurate by any means
amazing and extremly detail work!!! big respect!
This is amazing! Thank you for sharing!
Absolutely awesome!! The level of detail is insane!
Wow you added muscle definition while your modelling Fantastic!
Thanks for sharing. Great video!
Just bought the model, it's so amazing! Already got some ideas. Awesome work! 😍
Ah thank you! Would love to see what you do with it!
Great work you put in there Ben, nicely done!
Gaaad dayem! That’s so good.
I’ll try match that.
I’d normally make this using zbrush. Just got into Blender as a pro artist.
I’ll give it a bash in sculpt
Nice Job!
Marvellous work!! So well done!! Amazing!! Truly great!!
God man you make this look easy
Everything looks easier at 1000x speed to be fair!
One thing I will say, is that theropod dinosaurs physically weren’t capable of bending their tails in the way I saw them being bent by the rig in this video. Tails on theropods were rigid counterbalances that also housed huge rigid muscles that were the femoral retractors in the stride.
Insane work!
you done an Awesome job, keep up the work bro.
If God was real I'd like to imagine he's just using Blender to make things on his epic heaven PC and that's how he made us
HE IS REAL
@@ANGELOstyIe8don’t be stupid lol
😂😂
He is real
He actually uses pottery to create creatures using clay made out of sand, almost like pottery art
excellent!
the weight painting part scared me, because you stretching his body parts to places they should not be, but any way great job man!!
Fantastic work and thanks for sharing :)
wish it was slower but this still taught me many things i didnt even consider!
it's fantastic
Note how this guy hasn't gone into sculpt mode even once to get this professional-looking model.
He solves 2 or three steps at once.
- Firstly, his neat box modeling is all square, this entire mesh can be duplicated to use for the retopology later on. ( However, he uses this one and unwraps it before sculpting. I'll have to look into that)
So that is a different workflow.
- His box modeling is clean, without vertex or vertices being left over from some mistake, or etc.
- His box modeling goes down into the finer detail by pulling on vertices. ( after applying subdiv )
- I mean, half the work seems to be done.
I can almost say this guy's workflow is 10x better than the one I sorta developed out of knowing the program in part.
Kinda funny,
Last night, I realized, I should do box modeling down to the details of the muscles and the finer stuff so I can avoid sculpting in those because it is a lot harder to control the deformities. ( Uneven muscles on the sides of the legs, dips, and little hills that occur depending on your brush strength and radius.
I did get out a pretty great Triceratops that I still cannot believe I built, but some hours were spent on fixing a very poor box model job.
Today I realized my tyrannosaurus head needs a total rework. xD.
I got this. Thank you for the vid. You're a pro!
Thank you very much, really appreciated!
I do find that box modelling first forces me to get the overall shapes & forms right as it forces you to focus on those, whereas if you start out sculpting with dynamic topology for example it can be tempting to rush straight to adding the fine details. It is more restrictive though as you really need to plan out your model much more in advance, e.g. know where your deformations are going to take place, know where you might need denser topology for more details in sculpt etc.
At the end of the day every workflow has advantages and disadvantages. So long as you end up with clean topology and a nice sculpt it doesn't matter what you choose so long as it works for you.
@@BenJewerThat is true. I can definitely say, my workflow had me give it all up for a year or more.
Last night I finished modelling a tyrannosaurs based on your way and it never looked as good.
I am almost certain, the baking will be much easier. I think if you take the multires, before you apply any subdiv, you duplicate it and keep the duplicate for the retopo later on, the symmetry will match well enough for baking? Or is some space required? After all a retopo build around the high poly, is a little bit bigger.
But anyways that way you don't always start from scratch with retopo when you want to bake. Just copy your perfect looking box modelling. aha.
Great stuff! Although my brain was screaming 'Multirez Modifier' the whole time... Until you explained it😅
Amazing job! Keep going this way!
How do you grow pieces of a raptor’s head (shown at 1:49-1:53 for example)? In general, from 1:36 to 8:00 is a very interesting segment of the video.
There I am just extruding vertices with the E key, moving them into place, and then filling in faces between them by selecting 4 vertices and pressing F.
Super clean work mate! I usually do high to low in ZBrush but I really like this approach. Super clean forms and your mesh is tight. Blender has really come a long way as a pipeline tool.
Thanks very much. I’ve been meaning to try Zbrush for a while, I hear it handles high poly counts much better than Blender. At the moment that’s my limiting factor, my computer tops out at 15-20 million polys in Blender so have to do the rest of the detail in bump. Blender has certainly come a long way though and it’s amazing how much you can do entirely within one app.
@@BenJewer ZBrush is king when it comes to high frequency details and polly counts. My last project was 125 million with vertex colors and 40 sub tools. I average 40 mill for a regular project. My PC is old now with only a 6700/1070/32g ram. However it lacks in being able to go from start to finish for a production pipeline. You can UV and manual retopo BUT I would only do it for personal projects and studies. Blender having proper UV and topo tools and being able to do PBR is really nice. With ZBrush I usually need to go through 5 different programs for production. ZBrush/Topogun/Rizom/Substance/Maya/UE5.
Ah thank you that is great to know - I will have to finally bite the bullet and install the trial and see how it performs on my machine. Mine’s quite old and in need of an upgrade really but would like to get as much mileage as I can out of it. I’m wondering if I could do my normal multires workflow as usual and then take it into Zbrush for the final detailing and then bake normals. Annoying to add another program but probably worth it.
Love it...
Very informative thank you! Learned a lot!
I’m new. Does anyone know what he started doing at 1:50 ? Is he just extruding vertices? I can’t tell
Yes, just extruding edges & vertices and in some cases using the fill tool. Really simple!
@@BenJewer thank you so much for replying!
you are great ben, make us believe that blender can rival with zbruzh, when it comes to sculpting. and make it seem that blender can be used for production class vfx. you are crazy...👍. Love you work
Thanks very much!
Blender already rivals zbrush. Blender is free. zbrush is way too expensive.
What is this method of modeling called? I usually do the cube tracing thing but I want more ways to model, and I have no idea what this would be called to look it up, thanks!
love it! currenly getting ready for a big project with dinosaurs and doing some research - can i ask you how long did this one take?
This is so helpful for my schooling. I've been having a hell of a time trying to even break into learning any kind of program I'll be needing for game design. It's so intimidating. I'm 34, so I'm fairly set in my traditional art ways haha.
Your work is helping my understand a bit more of some of the processes. I think learning whatever everything does and how become familiar with it all is the scariest for me. I chose 3DS Max for my program of use in my introductory modeling classes and such (it was either that or Maya). Does it become second nature quickly, and once you learn a program or two, it's mostly adaptable? Or does it take quite a while and learning everything is almost new each program?
Great work! It turned out amazing. I'm a bit of a dino fan, and even though I've always disliked the shrink-wrapped, naked dinos (even as a kid haha), yours looks really nice!
Thanks for your comment, glad you found it useful!
Broadly speaking, the principles of 3D modelling, sculpting and texturing will translate between most programs. I did a small amount of work at a studio that used Maya once and (after the initial shock of the UI & hotkeys being totally different to Blender) I was fairly comfortable with it for basic modelling after a few days. Every program has its quirks though.
I'd really like to do some more realistic feathered dinos, it's going to be a bit of a complex challenge though!
I like this workflow, i usually sculpt my models first before retopologizing. I wanted to try out your workflow, but I don't find the seeting that the wireframes lines are bending and adapt to the shaded mesh. the connection between the vertices is always straight. It seems like it is useful to use your settings. Where can i change this? I hope this question makes sense :D Anyways, great work
ik you probably busy but pls can you make a tutorial on how to do this pls I wanna learn how to create dins and stuff
Wow I’m really impressed and shocked to how cool and detailed this is!👏🔥But how did you lower the vertices since it was at a high number before? (Asking since my model has high vertices and I can’t put it to automatic weight unless I lower it.)
Thanks very much!
To do that you add a Multires modifier to the object, then press the 'Unsubdivide' button and it will attempt to create a lower subdivision level. This only really works on subdivided quad meshes, so if you have used dynamic topology you will probably need to retopologise it manually.
@@BenJewer ok thank you so much! Plus I really want to try and pose it so now being able to use and put armatures to automatic weight can really help!👋👍
Can you do a self tutorial about the jaw animation? Like when it closes the teeth don’t show?
At the part where you were pushing the mouth closed to make sure the lower jaw lined up with the upper jaw, how did you manage that without rigging it?
I used a hook modifier, which allows you to assign certain vertices to another object. I placed an empty at the hinge point of the jaw and hooked the vertices in the lower jaw to it, then you can just rotate the empty to close the jaw. You need to make sure that the modifier is set to be visible in edit mode. It isn't a 100% perfect method as you are basically transforming the vertices and then having them moved into the closed position, so some of the transform axes won't behave as expected, but it is works well enough.
👋 hello
I have a question about the lower jaw in edit mode before sculpting: How can you adjust the shape of the lower jaw and then return to it's original position (without armature) but the shape is changed so it can fit properly.
How did you do it?
Hey I love all of your blender videos!! I was wondering if you could help me by any chance, so I have tried to follow the donut tut many times and keep getting different issues I just cant fix, its very frustrating. Should I instead look for a different tut? How did you get started? :D ❤
heey!!, i want learn modeling like that, when a tutorial step for step with subtitles in spanish?
How would you go about making crests on dinosaurs? Like from Ceratopsida
Cool stuff, they were fluffy though
12:34 i thought you were going to say im looking at reference on scales from real dinosaurs
Next T Rex
Modeling in a "flexed" pose is known as an A pose for humanoid characters, as opposed to a traditional T pose.
This is cool. A little advanced for me, do you have e a recommendation for something a beginner should model and sculpt... also does the sub modifier translate down when you unsubdivide?
How do you add finer details to a retopologised mesh...?
Will you ever make a model like this, but a dragon? Something like Game of Thrones? I would definitely buy it :D
Could you please teach me how to add the scale-like texture?!
Un tutorial en español :( , eres grande; te admiro bro! :)
Sorry - to ask a question. When you modelled the mouth you were able to close it and open it to match the top/bottom mouth parts together. What is it you said? You use anti hook or something? If you do read this, can you give let me know what that function is and I can research this. Thank you
It's a hook modifier - it allows you to parent some vertices in edit mode to another object (e.g. an empty), like a very basic form of armature. You'll find it in the modifiers tab. It's useful for nondestructively moving vertices around for aligning things like this.
The model looks great and it was a lot of fun to watch you create it! I only have two little nitpicks. First, its heels look too angular to me. Like, the transition from foot to leg is almost a sharp corner which just doesn't look right imo but that may be personal preference. And secondly, the underside of its torso looks a bit too bony/skinny. That's a common issue with dinosaur reconstructions where artists follow the shape of the skeleton a little too closely and don't add enough meat onto the bones, especially around the pubis. But all in all it looks great :)!
The model is beautiful. I bought it and I like it very much :) If I can ask, where is the price difference between turbosquid raptor and blendermarket raptor? Personally, it seems to me that this raptor from the blendermarket is more refined and has more details than the one from the turbosquid. All your models are great, but this raptor is probably the best and the cheapest :)
I know Jean-Yan really wanted it to be affordable for hobbyists/beginners so I think that was the main driver for the pricing. TurboSquid is more aimed at professionals/studios, so the pricing reflects that & includes the additional guarantees, insurance, support etc. that TurboSquid provides. For example to be checkmate verified I have to go through quite a rigorous checking/inspecting process & models have to meet very tight criteria to pass, which Blendermarket doesn't require. And of course TurboSquid take their cut so I have to price to reflect that. At the end of the day though I hope my models are all quite affordable for what they are, just this one is extra affordable ;)
@@BenJewer Thank you for your comprehensive comment! All your models are really cool, I love this raptor :)
@@BenJewer Will you ever make a model like this, but a dragon? Something like Game of Thrones? I would definitely buy it :D
This is why i havent touched organic models in blender yet... this is so insane
Well it’s always a good time to give it a go! I find organic modelling a lot easier than hard surface, you don’t need to be as precise.
The substance model is really high res! idk how you did that, when I push the polys in substance I usually get pretty poor performance and I'm running a pretty great machine. Also this was absolutely fantastic work
Thanks! I can't remember the poly count for the model I brought into Substance but it was at least 2-3 subdiv levels and performance seemed fine. I did bake the normals already so that makes it look a bit more detailed in Substance than it really was, but the baking tools in Substance are really nice so it is worthwhile trying to use the highest poly you can. I suppose a workaround would be to bake the maps with a high poly and then swap it out for a lower poly model with the same UV for doing the actual paint work.
@@BenJewer Thanks for the detailed response! My workflow is usually to take the lowest poly I can get and then bake the high poly zbrush onto that with substance. I'm gonna try out some stuff from your video for sure. I've been struggling to find a new rigging method that doesn't rely so much on manipulating autorigging tools, seeing your rigging process really helped me!
How are you closing the mouth to test the jaw fit? I don;t see any bones or weight painting.
I really need a step by step tutorial on how you made this
Amazing! You wanna sell this model in fbx Format?
I've always been wondering, is it possible that if you sculpt a dinosaur with clay that you're able to take a picture of it and somehow transport it into blender where you can edit it and all that, is it possible to do that or is that with a different program ?
I’ve never tried it but there are a couple of ways you could do that, in fact that’s the way the dinosaurs in Jurassic Park and Walking With Dinosaurs were made as 3D modelling in-software was too rudimentary. Back then they used a laser scanner, though now you could use photogrammetry (taking lots of photos from different angles and generating a model from that). There are various bits of software that could do that for you but I’ve never tried it myself. You would also need to retopologise quite heavily to get something usable for animation.
Great model! How long did the whole process took?
Is it possible to learn this through self-study and free videos on UA-cam?
That's how I learned!
also my mask tool has very jagged edges whereas yours is quite smooth any suggestions? thanks
That is probably down to vertex density too, the higher poly the model the smoother the mask will be.
Very good piece of 3D artworks model people who are making a fuss just buy things to place feathers on the body when creating your own!!?👍 😀
How many days did it take to finish the whole thing?
The raptor from primeval 1:04
I do gotta ask, is the weight thing showing the thermal colors entirely required?
If you don't intend to pose or animated the model then it's not necessary, and sometimes in simple models you can get away with just using automatically generated weights. But in most cases you will need to go in and manually adjust the weights so that the mesh deforms properly.
@@BenJewer Oh, thanks for the info! Already had my first try using Blender yesterday, it was hard, and I still have to learn how to pose 3D models properly
how can I make animals scales on Blender sir please
I just found your channel and was wondering if you could maybe post or link a video of your modeling process in real time? I really love your models and would love have mine turn out similar to yours in the future. Love the content 💜
Thank you! Yes I’d love to do something like that in future. These models just take so long that doing a real time with commentary would be at least 20 hours beginning to end!
@@BenJewer Thank you so much, would love to see it some day!
How do you move the mouth in mesh mode without a rig abd without it distorting so much around 7-8 mins?
I am using a hook modifier for that - it enables you to attach a set of vertices to another object (e.g. an empty). You can toggle it so that the effects are visible in edit mode, so it is useful for mouths/jaws where you want to adjust the mesh so it lines up probably without actually rotating the vertices.
Just want to comment on IK on the arms. I think, at least for a predator, Ik on the arms is absolutely necessary. They'll be using those hands to grab and hold and subdue prey. I really hope you guys can update this rig in future, because it's a beautiful model.
That is a good point, I’ll have to look into implementing IK/FK switches in future.
Yes outside of being naked and having a allosaurus head and crocodile scales it looks nice
@@jackhorny5995 Oh give us a break
@@XenoGraphica why?
@@jackhorny5995 "being naked"