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Faun

My interpretation of a "forest guardian" type creature. Originally started as a throwaway practice sculpt while going through some zbrush tutorials, but I ended up taking a liking to it and continued to refine and work on the character.

I'd actually almost entirely finished the sculpt when I decided to modify the model so that the arms could split into tentacles. I debated it for a while, but decided it was the right call to add some uniqueness to the character, and help reinforce plant motif. Also because I'm a goddamn masochist.

Retopo'd and unwrapped in 3d coat, textured in Substance, rigged and animated in 3ds max. The script I wrote to help automate the tentacle motion was based on the info Felix Joleanes (http://www.joleanes.com/ ) has on his website regarding tentacle motion based on sine waves. Dude is phenomenally talented and an inspiration.

I experimented with eyelids/moving eyeballs for the "human" eyes, but it was actually significantly creepier if they remained perpetually open and locked in place.

I experimented with eyelids/moving eyeballs for the "human" eyes, but it was actually significantly creepier if they remained perpetually open and locked in place.

Zbrush sculpt snapshots

Zbrush sculpt snapshots

Wireframe.  This was actually the first time I've used a high->low retopo workflow, and I'm pretty happy with how it turned out.  (It's a complete dog's breakfast in the tentacle "armpits" though.)

Wireframe. This was actually the first time I've used a high->low retopo workflow, and I'm pretty happy with how it turned out. (It's a complete dog's breakfast in the tentacle "armpits" though.)

Rig Controls.  The majority of these were generated via scripting, as part of the same script used to automate tentacle animation.  FYI, I am actually insane enough that I would have probably done this manually if I had to.

Rig Controls. The majority of these were generated via scripting, as part of the same script used to automate tentacle animation. FYI, I am actually insane enough that I would have probably done this manually if I had to.

666 bones in real-time skeleton (No, really).  Including driver bones (mainly FK/Spline IK switch for arm tentacles) total is 739.  In retrospect I could have optimised this significantly - some of the smaller tentacles really didn't need so many bones.

666 bones in real-time skeleton (No, really). Including driver bones (mainly FK/Spline IK switch for arm tentacles) total is 739. In retrospect I could have optimised this significantly - some of the smaller tentacles really didn't need so many bones.

I forgot to include the AO maps here.  Derp. 

Also ended up having to use an inverted/levels dropped version of the roughness map in the specular channel in sketchfab to get closer to the appearance I wanted.

I forgot to include the AO maps here. Derp.

Also ended up having to use an inverted/levels dropped version of the roughness map in the specular channel in sketchfab to get closer to the appearance I wanted.

Close up of second "Face" in the crest

Close up of second "Face" in the crest