top of page

Dinosaur Model

I wanted to challenge myself by creating an organic model, and since I have an interest in dinosaurs, I decided to model a Triceratops. I would be using the edge modelling technique I used for my car model assignement.

Software: Maya, Mudbox, Substance Painter

Scales_2.png

Planning

I first had to gather images (self taken or gathered online) to provide inspiration, to help me imagine how I wanted the dinosaurs to look like. Afterwards I created a top and side profile vector drawing to act as a rough guide for me in Maya.

Pre Sculpting

At this stage, I planned to use the vector drawings to help me outline the body, legs and head. I would produce only one half of the Triceratops, then mirror the model, so that both sides are symmetrical.

The Body

Again using the edge modeling technique, I began by outling the join between the legs and body. After producing the side profile, I then used the top view to outline the shape of the body, from the neck to the tail.

The Legs

I then extruded from the join of the legs, down to the wrist and ankle. I can then use edge loops to shape the knee and elbow. and shape the Triceratops leg muscles and shoulder.

The Head and Feet

The head was more challenging. But using the same method with the body I first focused on the head shape, followed by the frill (using extruding), finishing off with the Triceratops signature three horns.

I also worked on the models feet, creating a basic structure which will be improved in mudbox when I eventually move onto sculpting the details.

Mirroring

Mirroring was more straight forward. Selecting the mesh and joining both halves together. Some edges & vertices needed to be altered slightly so the model looked more rounded towards the centre edge line.

Smoothing (High Poly)

The final stage is to smooth the model to produce a high poly version, ready to put into Mudbox to complete the sculpting.

Sculpting

At this stage, I would import the Triceratops model into Mudbox to add the finer details. 

Like the details of the feet and toes, the skin outline at the base of the horns and beak, the inside of the mouth, and the bumps around the edge of it's frill. 

I would also include wrinkles to bring abit more realism into the model.

It would be worth pointing out this stage was completed using a computer mouse.

Before/After Sculpting

Post Sculpting (Retopology)

Now the details have been added I need to reduce the ammount of polys this sculpture has. For this I used the Quad Draw tool, and enabled "Snap to Surface", meaning anything I drew would snap onto the surface of the sculpted model.

As I'm doing this I'm relaxing the vertices so they continue to snap to the surface of the sculpted model. Like the pre sculpted model, I would begin with only one half, then mirror the model so both sides are symmetrical.

Now I needed to subdivide the models more intricate areas (The feet, eyes, frill bumps), in order to bring out the finer details. Afterwards I would smooth the entire model, and continue to relax the vertices and edges to keep the details.

The final retopologised model will be our low poly model, which will be used in the game engine.

The scultped model will be my high poly model, which I can now add further details to like the scales on the skin, or bone texture for the horns. I will then bake these details onto the low poly model.

The sculpted model contains 8,800,840 polys

After retopology, the model now has 101,604 polys

Further Details

With the high poly model I decided to add further details in Mudbox, such as scales and bone texture, this was to help maintain the realism I was trying to achieve with this model.

This will then be baked onto the low poly model when I come to texture the model.

Baking & Texturing

In Substance Painter I can now bake the high poly model onto the low poly, and paint the model to look more attractive and maybe more realistic.

bottom of page