New Thing: Deep Terror for Gloomhaven
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Of course, that left me with really boxy tentacles, but the Subdivision Surface and Skin modifiers were able to round them out nicely. I then turned on proportional edit (by pressing o), ensured that it was set to manipulate points by connected, then selected one end of each tentacle and used ctrl-a to adjust its thickness. Because proportional edit was enabled, it also adjusted the thickness of the other connected vertices in a proportional way. Good naming FTW.
That left me with a bunch of intertwining smooth tubes, which was a great start. The official Deep Terror artwork has crazy bulbous growths all over the tentacles, so I figured that I was going to need to go into Sculpt mode to get them on there. To sculpt the thing, I was going to have to commit my initial modifier set, so I spent some time adjusting the positions of the tentacles to try and make it more printable (I added overlaps where I could and ensured that the spike tips of the tentacles would either point upwards at a printable angle, or would be supported by another tentacle). Once I had my tentacles in position, I applied those modifiers and then moved on.
Once again, I used the Multires modifier so that I could sculpt with impunity. Then, I switched over to the Draw brush, with Add selected, and I went to town. I just drew all sorts of bulges onto the previously smooth tentacles, trying to match the official artwork as best I could. I made sure that the bulges provided good overlap where I wanted the tentacles to connect, focusing especially on where the big eyeball was going to rest to make sure that it would have a good platform (but not so big that it would obscure the eyeball).
With the bulges in place, it was time for me to put on the thorns. I made them just like I made the Spiked Pauldron on the Living Bones. When I was placing the thorns on the model, I generally tried to place them so that they'd be pointing in a relatively upwards direction, to make printing easier (I took advantage of all those bulges to do that where I could).
During most of the modelling process, I just had a sphere holding the place for the eyeball. In fact, my very first print of the model had that plain sphere and I planned on just painting on the iris. Then, I painted all of those cool Oozes that RobagoN made, and I remembered that I'm not very good at painting ;) So, I figured that I should probably sculpt some kind of iris onto the eyeball, just to guide the paint later and help me make a nice, crisp edge.
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With all of that in place, I just had to figure out the base. In the end, I decided that a rough mole-hill looking pile of dirt would be best, to make it look like the tentacles had burst out of the ground. To make it, I just put a cube at the base and then used the sculpting tools to reshape it into a vaguely dirt-like shape.
While sculpting, I got one of my brushes too near to the bottom of the dirt mound, which ruined my nice flat bottom. I could have used a Boolean modifier to cut it flat again, but I decided to instead select all of the bottom faces, then I pressed s and z then 0 to scale those faces flat on the z-axis. I then moved them downwards slightly so that they became the bottom of the model, and I was good to go!
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