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
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 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. ♥
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!
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
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
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.
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
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.
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?
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 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 :)!
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!
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.
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!👋👍
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!
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.
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.
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.
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 ❤
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.
Hello, I really liked your video and I wanted to ask you, did you model the Jurassic Park velociraptor in the same way as this new one or was it a different method?
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 a fantastic workflow tutorial. I wish there were more like this where the artist provides commentary over the sped up workflow video. I have a question, as I’m doing my first character right now. I thought you needed to rig and pose your character before texturing in substance painter because posing after you did your substance painter textures would distort the textures. It looks like that’s not the case from your video. Is there anything more on this that you can elaborate? Like, any tricks I may be missing? Can you push you posing too far and break the textures? Thanks and keep up the fantastic work.
Thank you very much for your comment, glad you found it useful! If you're making a model just for a still or a single pose then you would be better off posing first and then texturing, as you're right that any amount of posing relative to the pose you textured in will result in some distortion. However, for a model that will be animated or be posed in lots of different positions this isn't possible. So the idea is that you want the mesh to be in a fairly neutral position so that when you pose it the distortion is minimised. Think of it as trying to find the 'average' position your character could be in out of all the poses it is likely to do. For humanoids generally you use a T pose or an A pose. For creatures I model with most of the joints about half flexed (i.e. at about the midpoint of a normal range of motion for that joint). That means that while there is some distortion at both ends of the range of motion, it halves the maximum amount of distortion you get going from one end of the range of motion to the other. It isn't an exact science though. E.g. I model the toes flat, as for the most part when posing these will be in a flat/planted state, so it is less important to minimize distortion there, and I don't model with legs in wide cowboy-state even though they *could* be posed like that because it's not a pose it's likely to be in often and so isn't worth introducing additional distortion to the thighs/hips for. Different studios and artists may have different schools of thought on it but that's my method. Since I model in that neutral state anyway I don't need to rig & pose the mesh before texturing, but if you modelled in a different pose you might want to rig first so that you can adjust the pose to better suit texturing. Hope that makes sense - feel like I have waffled a lot so let me know if there's anything you want me to clarify!
@@BenJewer thank you so much! this explained it perfectly. i had assumed that you could only pose a model after texturing if you had used procedural/node based texturing. i'm in the homestretch of my first 3D illustration (been learning blender for the last year so I could do this.) i have my scene/background built and textured and my character sculpted. I'm hoping to get the character posed and textured and into the scene by the end of the week. i was stumped as to what i should do first. you saved me a lot of time and frustration. thank you. and if you're wondering, i'm going to pose then texture. i'm still cutting my teeth on a lot of this stuff so i don't want to go through the process of texturing only to pose and have my textures distort. but i'll give texturing and then posing a shot in the coming weeks and see how it works. thanks again! subscribed!
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 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.
I never have thought about using a circle instead of a cube, you deserve more attention
bro this is incredible and phenomenal . it looks real. dudes who make jurassic world should hire you as one of their artist
What a handsome boy! You really did him justice, I can see the love, care and soul you put into this dino.
Adding a subsurf mod at the beginning of modeling instead of after the initial blockout is extremely helpful. Great idea!
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
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
probably one of the greatest dinosaurs i have ever seen made before nice!
absolutely sick dinosaur model
WOW! I love doing stuff with the popular JP Raptor model you have on Turbosquid and it's so cool that you made another!
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. ♥
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... 👏👏👏
13:00 - Perfect! Great video, sir!
You are my inspiration man
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!
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!!!! :)
This is great! Thank you for sharing!!! Looking forward to sculpting and modeling in blender~
Stunning work, looks so realistic!
The model looks "real"
But just to be clear it's not accurate by any means
OMG WAS WAITING FOR IT!!!
Absolutely awesome!! The level of detail is insane!
amazing and extremly detail work!!! big respect!
Excellent modelling and amazing work
Wow you added muscle definition while your modelling Fantastic!
comment for the algorithm damn this was inspiriting to watch. Nice workflow, love the sliders!
the weight painting part scared me, because you stretching his body parts to places they should not be, but any way great job man!!
God man you make this look easy
Everything looks easier at 1000x speed to be fair!
Marvellous work!! So well done!! Amazing!! Truly great!!
Great work you put in there Ben, nicely done!
Such a genius, great work
Very beautiful model
This is amazing! Thank you for sharing!
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!
you done an Awesome job, keep up the work bro.
Insane work!
Thanks for sharing. Great video!
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.
Thanks for the stuff Ben :D
been waiting for a new upload!
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
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.
Fantastic work and thanks for sharing :)
Nice Job!
wish it was slower but this still taught me many things i didnt even consider!
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?
Great stuff! Although my brain was screaming 'Multirez Modifier' the whole time... Until you explained it😅
excellent!
Amazing job! Keep going this way!
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
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
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.
Very informative thank you! Learned a lot!
it's fantastic
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?
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
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 :)!
Love it...
Will you ever make a model like this, but a dragon? Something like Game of Thrones? I would definitely buy it :D
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!
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.
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!👋👍
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!
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.
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!
Cool stuff, they were fluffy though
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.
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.
Great model! How long did the whole process took?
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 ❤
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.
Hello, I really liked your video and I wanted to ask you, did you model the Jurassic Park velociraptor in the same way as this new one or was it a different method?
Thank you! It was the same method except I baked a displacement map from the high-res sculpt instead of using the multiresolution modifier.
@@BenJewer amazing, thank you so much for taking the time to reply
How would you go about making crests on dinosaurs? Like from Ceratopsida
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.
Great works! I wonder you used dismap or not?
Not on this model, just the multires modifier plus a baked normal map.
Can you do a self tutorial about the jaw animation? Like when it closes the teeth don’t show?
How are you closing the mouth to test the jaw fit? I don;t see any bones or weight painting.
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.
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!
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
Next T Rex
heey!!, i want learn modeling like that, when a tutorial step for step with subtitles in spanish?
How do you add finer details to a retopologised mesh...?
This is a fantastic workflow tutorial. I wish there were more like this where the artist provides commentary over the sped up workflow video. I have a question, as I’m doing my first character right now. I thought you needed to rig and pose your character before texturing in substance painter because posing after you did your substance painter textures would distort the textures. It looks like that’s not the case from your video. Is there anything more on this that you can elaborate? Like, any tricks I may be missing? Can you push you posing too far and break the textures? Thanks and keep up the fantastic work.
Thank you very much for your comment, glad you found it useful!
If you're making a model just for a still or a single pose then you would be better off posing first and then texturing, as you're right that any amount of posing relative to the pose you textured in will result in some distortion.
However, for a model that will be animated or be posed in lots of different positions this isn't possible. So the idea is that you want the mesh to be in a fairly neutral position so that when you pose it the distortion is minimised. Think of it as trying to find the 'average' position your character could be in out of all the poses it is likely to do. For humanoids generally you use a T pose or an A pose. For creatures I model with most of the joints about half flexed (i.e. at about the midpoint of a normal range of motion for that joint). That means that while there is some distortion at both ends of the range of motion, it halves the maximum amount of distortion you get going from one end of the range of motion to the other.
It isn't an exact science though. E.g. I model the toes flat, as for the most part when posing these will be in a flat/planted state, so it is less important to minimize distortion there, and I don't model with legs in wide cowboy-state even though they *could* be posed like that because it's not a pose it's likely to be in often and so isn't worth introducing additional distortion to the thighs/hips for.
Different studios and artists may have different schools of thought on it but that's my method. Since I model in that neutral state anyway I don't need to rig & pose the mesh before texturing, but if you modelled in a different pose you might want to rig first so that you can adjust the pose to better suit texturing.
Hope that makes sense - feel like I have waffled a lot so let me know if there's anything you want me to clarify!
@@BenJewer thank you so much! this explained it perfectly. i had assumed that you could only pose a model after texturing if you had used procedural/node based texturing. i'm in the homestretch of my first 3D illustration (been learning blender for the last year so I could do this.) i have my scene/background built and textured and my character sculpted. I'm hoping to get the character posed and textured and into the scene by the end of the week. i was stumped as to what i should do first. you saved me a lot of time and frustration. thank you. and if you're wondering, i'm going to pose then texture. i'm still cutting my teeth on a lot of this stuff so i don't want to go through the process of texturing only to pose and have my textures distort. but i'll give texturing and then posing a shot in the coming weeks and see how it works.
thanks again!
subscribed!
@@mkelly180 Glad to help. Best of luck with your work & enjoy!
Un tutorial en español :( , eres grande; te admiro bro! :)
Could you please teach me how to add the scale-like texture?!
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 many days did it take to finish the whole thing?
Amazing! You wanna sell this model in fbx Format?
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!!?👍 😀
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!
hi,can i ask why when i use those textures made in sp,the render in blender always looks not as good as that in iray?
How many hours did you spend on this projekt?
You should make a tutorial explaining more slowly because you are explaining very quickly.
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.
I really need a step by step tutorial on how you made this
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"
can i ask you a thing? i would like to a raptor model but did not understood how to do this. can you do a tutorial about it. Thank you
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