skip to navigation skip to content

Memory In Moss: From Start To Finish

<< >>
posted on 03.01.25
portrait

thumbnailing

a messy ms paint sketch of a resting dogthing, with notes about tilting the head inwards and adding grass and moss to it

i will admit i started the thumbnail sometime after i started the sculpt, but it did help me get a better idea of what i wanted the finished product to look like. i sketched the dogthing shape and noted changes to make, and the overgrown look to be added later.

sculpting

a blender screenshot with lumped-together shapes forming the dogthing, showing the topology lines

the above model, without its topo lines and showing it from a different angle, aiming from the back

to start, i blocked out the limbs, body pose, tail, and head. i put it on a square block that ended up being incorporated into the final piece, though it was meant to be less prominent or altogether removed at this point.

i found out about the 'remesh' option for sculpting fairly recently, which allows the use of multiple unconnected meshes to make a shape like this that can be remeshed into one automagically.

a closeup of the remeshed topology, resembling a topological map with grids

the above, without topology showing. the mesh is somewhat chunky and jagged around creased areas

as you can see here, the shapes have been merged together. this is terrible if you're going for a riggable movable model, but since it is just a sculpt, there's no concern about how the mesh looks 'under the hood' as long as the detail is retained. i tend to remesh a few times during the sculpting process to add detail and average out where the vertices go (since you want more detail where there's more vertices).

the first iteration of sculpting on the dogthing, with some loose musculature definition and added folds

a first pass at the sculpt. i wish i'd moved the upper arm a bit more at this stage. there's still a lot of awkward bits - a lump on one of the feet, the loss of definition around the belly and hips, et cetera - but they will get refined as i continue.

asecond iteration, with more flab and weight to the various areas where fat would be stored on the body

more definition added here. i was at odds with the feet for a time, and i kept looking at the belly and thinking the weight wasn't distributing right against the body. so i spent a bit more time there than i probably needed to. i tried to make the neck thick and give a double chin, but it was a little difficult when the dogthing heads are so uniformly round. i defined some muscle groups by intuition and memory from looking at myself in a mirror.

set-dressing

i didn't take a whole lot of progress pics, but i did take a video of this whole thing, so you can look closer at my madness at a more reasonable speed.

four early versions of the texture, including a dark mossy one, a black one with gold streaks, a white marble one, and a dark gray marble one

the sculpt itself went through a few texture iterations before i settled on one that felt right. i was really scrabbling around.

my initial pass at the scene render:

the same composition as the final piece, but with less contrast between foreground and background, and a muddy floor

the texture was... fine. but there were way too many low-contrast bits here. the leaves blended too much with the floor, and darkening them using a 'mist pass' (ie, a version of the render that darkens things closer to the camera) didn't really look good either. i put the piece down overnight and picked it back up the next afternoon.

i had a brain blast for how i wanted to do the texture and scene in that time.

the node tree for the dogthing's latest material, a stony gray texture with organic mossy marbling

the texture incorporates two shaders - a stone one and a moss one - that borrow the same texture, but for the moss one i used a 'color ramp' node to recolor it like one would use a gradient map in a 2d art program. i then mixed the two together, using a noise node to determine where it mixes and how much.

here's how just the noise texture looks on its own:

the black and white noise texture, causing the dog to look white with black mottling

and to give you an idea of how much work the 'detail' option is putting in, here it is with the detail number lowered:

the above, but with larger, less well-defined black smudges

the 'detail' option causes it to mottle roughly, not unlike a rock pattern. the dark parts are where the moss shows through most, and the white parts are where the stone shows most.

a view of the model from closer up with the scene lighting applied properly

the lighting was another tough choice, but i settled with a nice over-the-head light source with nice blue ambient light.

post-processing

after all of that, i put the image into clip studio and then added a stone-texture frame. i also added a bit of noise using a few different textures from my personal library.

a closeup of the final render with light post processing that added some faint noise and brush strokes

the worst part about this step is that it's easy to go overboard, so i tried to keep the visual edits light and add texture more than messing too much with color or value. (i did end up changing the contrast and brightness just a tad overall, since i often make things that aren't lit enough.)

and here's the finished piece!

a 3d scene of a mossy overgrown stone-carved dogthing as viewed from above. leaves border the edge corners of the piece. the dogthing is resting on a stone slab, curled on its left side, and is carved with emphasis on its fat body. its eyes are closed. the piece is framed with a stone border.

final thoughts

i am pleased with the final outcome. the lighting i had in mind initially ended up being disruptive to the overall value balance of the thing. i wanted to have light shining down from above through tree leaves (a shadow mask plane), but it obscured a lot of the fine details i'd made in the sculpt, which caused me to go off-course. in the end i prefer this new lighting because it better highlights all the little folds and stuff.

i think that making detailed process logs like this is fun, but tiring. i think i need to do them less frequently - but i rarely know when i will want to record something i'm making. alas! alack! i will do my best not to overwork myself for no reason, i guess.

the speedrender

i can't necessarily call this a speedmodel, speedsculpt, or speedpaint, since it's kind of all at once. i don't know. but you can view it here. enjoy!

<-- back to index tags... drawing article