Looking for idea on how to model a Ent like creature

Hello everyone, I recently found some nice material online and got insiration for making a model of a monster covered with pieces of woods (so not a full tree like an Ent, but similar) basically the monster could be with humanoid shape as well as animal like but will be covered with little pieces of woods like in the picture below:
structure_cover.PNG
I guess that I can’t solve this only by using some textures on my model but instead I think I have to model every single piece of woods and try to add them to the main “skeleton” of my monster. Am I right on my guess or maybe can anyone give me some example of how made something similar ? Thank you everyone and happy Blending

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Your skill level is unknown to me.
It also depends on how your model is used.

Some solutions:

  • Lookup and use the displacement option of your material. Bitmap value will deform your model
  • Model some wood pieces and merge the meshes into one mesh (boolean join, or Remesh in sculpt mode.
  • Start working in sculpt mode, using blocks and adding details.

Start a small project with a couple of planks and see how it goes.

The biggest problem you encounter is the UV-mapping and in follow-up the painting of the texture.

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I can think of several approaches but it depends on what purpose the model would be for.

If you want it for a game then I would take a sculpting - retopo - bake approach.
If you want it just for presentation or for animation then modelling a general shape of your monster and using geo nodes would potentially produce a nicer result, just way more resource intense.
You could probably do a quick and dirty job too using a texture and adaptive subdivision, a trick I often employ to get some good enough results fast.
I find this concept interesting enough that I may do some more research on it later, but generally when you ask something this specific don’t expect people to do the legwork for you. You’re basically meant to be the one figuring this out your self as an artist.

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I not ask here to do work for me, I just come here for asking an opinion on how would people more skilled then me start to think about modelling something like that. I’m not into node and my first thinking was exactly what you state at the beginning because I’d like to make an animation for it. I will do some small stuff test just for see if I get results I wanted thx.

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Yes absolutely think about merging and sculpting something small and see what I come up with, thank you very much.

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Haha I just don’t want you to have unrealistic expectations if you don’t see too many replies pointing how to do what you want to do. Mostly because there isn’t a “right” way, just various approaches that can get you to the same result, all requiring quite a bit of work.
Another way to get a result you want would be to make a bunch of decals using decal machine and stamp then all over, though it’s not really a good approach for animation.

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I did think about that but as the model will have holes I think the best solution will be model all small pieces and see what I can come up to. Oh here I always got some inspiration and help as well as I gave myself so I not get upset if people not reply to my request I will come up with something by myself or maybe Grant will come up with something similar too that would help me up figure it :slight_smile:

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Well never used them before, but I tried out constraints.
May not be what you are looking for but anyway.

If I rotate the pink body, the brown cube (twig) stays in place.
It is copying the location and rotation of a vertex group on the pink body.

You will see where I had to move the origin point of the cube etc.

If you wanted a little movement in each twig, I am guessing you might be able to lower that influence slider a tiny bit in the constraints?

But yes my way is model every twig and place it still.
No real difference to parenting perhaps, will depend on the animation movements I suspect. The constraints are ‘parenting’ to a particular surface point, vertex group. Though a fraction less influence on the rotation does let it move a bit.

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thx I will think about it but first I have to clear up my mind on what is best to do first and doing some study project to come up with something useful.

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