September 30, 2009


After sculpting all of this, I realized that the way I had been creating my dragon might not allow for easy rigging and animation. So I started over in a new file, using a polygonal primitive cube to sculpt everything in a different way. I had not done this in the first place because I was more comfortable using NURBS, but the advantage of the polygonal primitive was that everything was melded together, not merely floating in space.

However, the results of my sculpting was not as satisfactory as I wanted, and when I tried to put joints into the legs I could not move only one leg at a time. So I switched back to my former NURBS setup after creating a new eye texture on Adobe Photoshop.

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