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Today was #Day14 of #SculptJanuary2018 and our challenge today was "Magic" in the category of "creative." I kept the model simple. It's just a magic wand, a bezier curve, some lighting, and an exploding/exploded Suzanne head. I had plans to play with the particle system, but I have other obligations for my time today so in the end I chose to call it a day with what I've got here. Hope you enjoy! #SculptJanuary #SculptJanuary18 #Blender3D #Magic #Wands #FX

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Today is #Day13 of #SculptJanuary2018 and I finished quite early today, compared to previous days. The challenge today was "Punk" in the category of "stylized." Once again, as soon as I began pushing and pulling the mesh around, this punk rocker just kind of revealed himself to me. I LOVE it when that happens! #Blender3D #SculptJanuary18 #SculptJanuary

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When I began sculpting today, I had no idea who or what Pan even was. I thought it might be a reference to Peter Pan, which probably would have been acceptable for a submission too, but there was another Pan which caught my eye.

Pan was an ancient Greek god of nature. A rural god, he had no urban temples. He was worshipped in caves and in forests. He is said to have been half goat (bottom) and half man, though he sports goat horns on his Human head. He is said to have been ugly in the face, but is known for having an exquisite sense of humor. He is often depicted in the company of other woodland sprites and deities.

Materials in the rendered image came from blendermada.com.

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Today was #Day11of #SculptJanuary2018 and the challenge was "Marine." I was going to do an entire ocean scene, with camera half in and half out of the water, but my wife talked me down from the ledge saying, "Just do a tuna." So I did.;-) Rendered in wax. BTW, if I haven't mentioned this before, all of the materials I have been using came from blendermada.com . Check them out. They rock!

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It's #Day10 of #SculptJanuary2018 and the challenge for the day was "Disgust". For my inspiration I picked one of my favorite photos of my daughter from her infant days though, admittedly, I fell a little short when it came to sculpting her likeness. Furthermore, the expression is a little more muted on my model than it is in the photo, but once again I've run out of time!

This may be due, in part, to the fact that once I had the scene posed and lit and framed, I made the inexplicable decision to “play around” with materials:

The results are pretty cool, but this digression certainly cost me time!

#blender3d #SculptJanuary18 #SculptJanuary

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My homeschooled son was back in session today after the holidays, so I was busy for much of the day being a 5th grade teacher. With that said, I did what I could for the#Day9 challenge in #sculptjanuary2018, which was “Tool,” and pushed it to the wire.

I used two different methods, pure sculpting and cutting with planes and Boolean modifiers (right and left respectively). Not happy with either, but I ran out of time.

#sculptjanuary18 #sculptjanuary #blender3d #blender

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Because I was drawn into sculpting in Blender by the operator of the YanSculpts channel on YouTube, I decided to take his advice in a tutorial about modeling eyes. His video was very specific to a character that he was working, but he had a very good point. Knowing the anatomy of the eye before attempting to sculpt an approximation of it, can be very helpful!

There is no way to sculpt an actual eye. The number of tiny, interconnected parts would take even a skilled sculptor years to complete. And most of that detail would never be seen. And there again is another major difference between anatomy and art: the eye has a function, and must work correctly to accomplish that. Art, however, only needs to have the appearance of correctness.

I quickly discovered that there are essentially three visible parts to the eye, along with a cavity or dark spot for the pupil. When given the right materials and lighting, these three parts combine to form a convincing, eye like effect. I should note that I am not claiming to have gotten the lighting right. I came close.

After my lighting woes with the day seven Adventure challenge, which I admit that I chose to scale up to a ridiculous size, and which therefore nearly drove me crazy when it came to lighting (noise, anyone?), and this day 8 Eyes challenge, I have at least identified an area that I need more knowledge and experience in when it comes to Blender: lighting.

Anyway, that’s all for day eight. Stay tuned for day nine! As always, thanks for stopping by!

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I just about deleted Blender on this one. Or pulled all of my hair out. I picked the space suit because I knew it had less detail than a human face and body. But I got so lost in trying to get the lighting right that I never even finished sculpting the suit, which is why it is so spartan on detail, and remains quite cubic looking as a result of my Sculptor’s Neglect.

The thing is, there’s a massive alien ship in the reflection of the astronaut’s helmet. But the lighting just would not reveal that, no matter what I did. Huge spotlights. A second sun. Area lamps. Nothing worked. In the end I had to surrender, because I had spent so much time on it already. I suspect I underestimated the falloff of light at that scale, or failed to properly set my material nodes to reflect the light in the way I had imagined.

People still seem to like this one, but I think that’s mostly due to the scale and import given to the composite image by the background photo (imported to a huge plane), courtesy of NASA.

Stay tuned for week two!

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Even though the arms, legs, and mouth are incredibly amateur and horribly ugly to the eye, the beautiful effect of the hair/fur emitters and the ominous looking eyes offset that, in my opinion, to deliver an acceptable submission for the daily. People seem to have liked this one. As you can see, Sketchfab doesn’t render the hair emitters. =-(

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I had a very simple image in mind for this guy, and wound up getting lost in the details of the mouth. I tried to carve the mouth out from a sphere mesh, teeth and all, rather than just use a boolean to cut it out and then add teeth separately. Big mistake. I won’t be doing that again. I lost a lot of time on this one, and that’s why I had to resort to the triplets with cool materials for the daily submission render.

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My family can attest that I spent most of this day mumbling aloud about how hard it is to turn a sphere into a camel. It really was difficult. =-) Mind you, this led to some really great advice in the Facebook group for Sculpt January, so that’s another win, in my book!

Apparently, UV Spheres are problematic at the seams. It’s better to use a poly sphere, which you can get from an add on, but you can also just make one by adding in a cube mesh and applying a subsurface modifier at 2 to 3 samples. Save that as your base object in a startup file, and you’re set for sculpting.

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This one was fun. I went back to the sphere, though I was still using UV Spheres, which led to problems along the seams. I found out the hard way when I flattened my spheres and began trying to sculpt them along the seam. LOL.

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Thinking that I would be clever, I began this one with a cylinder rather than a sphere. I then used a second, slightly scaled down cylinder, along with a boolean modifier, to cut out the mass where a user of the mask would put their face. This, I believe, led to problems when I cut eye holes through the mesh. Things got a little messy there, and in the end I opted to minimize the damage that I couldn't repair, use a flashy material, and carefully pose the mask to limit the visibility of those problem spots.

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