How To Snake In 9 Minutes - Blender Tutorial

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slap that displacement modifier on using any pbr height map let's get down with a simple deform [Music] snatch max mcdemesh with an array modifier smack the mesh with the curve modifier straighten it out like your life depends on it use any reference image as a blueprint mask the rear of the head keeping in consideration that the moss needs to follow along the scales rather than through them smooth them cheeks out [Music] extrude vertices inward while preserving a control loop this will allow us to add additional geometry within the mouth interior while retaining the uv map [Music] um [Music] let's proceed to invade the shed and get some tools first we harness the inflate dab it with a bit of draw tool followed by the crease and just a tada sharpen lumpiness would be considered as true when adding a noise texture it will add to the amplification of the detail [Music] [Music] mask the bottom pull the top down invert and repeat [Music] position the iron reference to your image and sculpt until the sun shines slice half of their pad in two half slices pizza [Music] do not boolean the fangs create a reference bank cut it out and extrude [Music] [Music] conceal the mouth interior to acquire effortless workflow sketch of your image somewhat went lucky when you were a child baby [Music] extrude the faces and introduce three control loops [Music] assign a new material to the head face scaly thingies [Music] hooli in the eye here we are [Music] smooth like a baby's bum [Music] three bones in the top to help distribute weight and fang bones [Music] redistribute fang weight with 2d faces only removed utilizing projected fall off if needed [Music] [Music] join the hair to the body chase rake the mesh [Music] create a decimated duplicate of the snake this will allow you to do real-time animation by greatly minimizing the amounts of vertices [Music] to avoid stretching of the snake we need to parent it to an armature to make an armature follow a curve we need to disconnect all of the bones and assign each of them to a gent empties using a child of and track two bone constraints [Music] [Music] create a replica of the first armature which we will call second armature the first armature controls the slithering of the snake while the second will be used for striking pose [Music] [Music] um [Music] assign empties to the top head bone using the child of constraint accompanied by the simple d4 modifier this will allow for narrowing of the tongue when entering and exiting the mouth as well as vertical bending [Music] [Music] parent the camera to an empty to achieve revolving effects when satisfied with animation of armatures 1 and 2 you can now parent the original high poly mesh and render if the mesh will not find a solution for the armature try decimating the snake this will result in the same amount of vertices as well as triangulate all faces therefore we need to straighten out the eyes [Music] [Music] [Music] all right i'm out see ya
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Channel: latent Prophecy
Views: 1,100
Rating: undefined out of 5
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Id: S9QN3TREHQk
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Length: 9min 19sec (559 seconds)
Published: Wed Dec 01 2021
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