Artech Fuz3D
Projects

ZkeleGnombi in a Pirate cove in a Bottle

Neill Hewitt
#blender3d#characterart#3danimation#scenedesign#3dmodeling#proceduralmaterials

First Render Preview Midshot ZkeleGnombie sitting on the deck Welcome to ZkeleGnombi in a Pirate Cove in a Bottle

The Zombie Gnome

Using the oportunity to create a halloween themed character, I knew it had to have a beard as a gnome, and a hat. The body I was undecided on until I combined a character creation blender lesson with an idea to model a skull that I had a few months prior, suddenly my concept was born.

I’m no professional writer, so let’s enjoy this journey as I unravel the creation of this piece while waiting for the first render to complete.

Now that I had the character, I had to figure out how to use blenders new hair system, without completing stalling out my 1050ti.

Intro ZkeleGnombi, the skeleton zombie gnome pirate

ZkeleGnombi ZkeleGnombi ZkeleGnombi ZkeleGnombi

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The Pirate Cove Diorama in a Bottle

As part of a drive to take my 3d skills to the next level, I found a little 2 hr speed modeling video by polygon runway of a pirate cove scene, now I love piratey things but this scene just struck me as one that would appropriately compliment my new Zombie(skeleton) Gnome character.

Was this a lesson in time management! What I expected to maybe take a few days, ended up taking weeks, as I refined every part of my creation, while picking up some new techniques. With my skill drive in mind, I have also started my library of procedural materials. My goal was to create substance3d like materials, like polygon runway uses in the video, although I do not have access to substance products. I took it on as inspiration to finally get a grip on creating beautiful materials for my creations.

A neat trick I picked up during the creation process, as the scene became more dense with triangles and procedural materials, I needed a way to optimize the framerate for animation playback and synchronisation. What worked well for me was isolating the individual objects being used in a particular part of animation and reducing all subdivsions in viewport, oh and disabling the hair from viewport but not from render. This allowed me to have an ok experience and somewhat sync up the animationsand audio.

The Scene

Stylized Pirate Cove in a Bottle & Stylized Pirate Cove not in a Bottle

Scene External with Bottle Scene External with NO Bottle

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Scene Stills

5550

Title: 5550

Description: 5550

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Title: 5558

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Title: 5579

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Title: 5580

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Title: 5581

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Title: 5582

Description: 5582

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Title: 5591

Description: 5591

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Title: 5597

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Title: 5598

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Title: 5599

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The Materials






Terrain Materials
BeachSand

Title: BeachSand

Description: Wavy beach sand with light pebbles.

Grass

Title: Grass

Description: Mossy grass

Concrete

Title: Concrete

Description: Concrete for base.

GreenBlueEdge

Title: Green Blue Edge

Description: Green Blue Edge

GreenPinkEdge

Title: Green Pink Edge

Description: Green Pink Edge.

GreenYellow

Title: Green Yellow

Description: Green Yellow

GreenYellowEdge

Title: Green Yellow Edge

Description: Green Yellow Edge.

Rock

Title: Rock

Description: Rock

Stone

Title: Stone

Description: Stone.

Water

Title: Water

Description: Water

Character Materials
Bone

Title: Bone

Description: Bone with damage marks

Hat

Title: Hat

Description: ZkeleGnombi's hat.

BeardHair

Title: Beard Hair

Description: A beautiful BeardHair.

Wood Materials
WoodStylized

Title: Wood Stylized

Description: The material used for tree trunks and architectural trim.

WoodWeird

Title: Wood Weird

Description: A Woodward Wood Weird.

WoodPlank1

Title: Wood Plank 1

Description: A wood plank unvarnished, sanded.

WoodPlank2

Title: Wood Plank2

Description: A wood plank unvarnished, sanded, damaged.

WoodPlank3

Title: Wood Plank 3

Description: A wood plank unvarnished, sanded, damaged. Darker bands

WoodPlank4

Title: Wood Plank 4

Description: A wood plank unvarnished, sanded, damaged. Long grain.

WoodPlank5

Title: Wood Plank 5

Description: A wood plank unvarnished, sanded, light damage.

WoodPlasterConglomerate

Title: Wood Plaster Conglomerate

Description: A wood plaster conglomerate.

Wood2

Title: Wood 2

Description: A beautiful Wood2 captured in nature.

Wood3

Title: Wood 3

Description: A dark, wood.

WoodPlank

Title: Wood Plank

Description: Boards on deck.

WoodBurned

Title: Wood Burned

Description: A beautiful wood burned.

WoodDamaged

Title: Wood Damaged

Description: A beautiful damaged wood.

WoodWeathered

Title: Wood Weathered

Description: A weathered wood with stain.

WoodWeird2

Title: Wood Weird 2

Description: A woodward weird wood.

WoodWet

Title: Wood Wet

Description: A wet wood wet.

WoodPaintedWeatheredVarnishedPlank

Title: Wood Painted Weathered Varnished Plank

Description: Wood painted weathered varnished plank.

WoodWormEaten

Title: Wood WormEaten

Description: A beautiful worm eaten wood.

Metal Materials
MetalRed

Title: Metal Red

Description: An alternate pumpkin material.

Pewter

Title: Pewter

Description: A outstanding Pewter used for the lamps.

Treasure

Title: Gold Treasure

Description: Booty color

Others Materials
GlassBottle

Title: Glass Bottle

Description: Glass.

PlasticStopper

Title: Plastic Stopper

Description:Plastic Stopper/Cork.

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AI Generated Materials

JollyRoger The Jolly Roger chosen, is an AI generated image prompted by myself on streamer/game developer twitch channel. IrishJohnGames1 This image is one I have come to love and I feel makes an excellent Jolly Roger.

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Animation


Stitching together quantum fabric, discovering teleportation mitigation tactics, engineering the coreography. All edits and keying by myself. Presets from Mixamo.

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Project inception inspired through the character creation for AnthonyWheelerArt2 draw along Twitch Stream events during halloween.




Check out my devlog with some behind the scene previews

Devlog Preview

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References

Footnotes

  1. IrishJohnGames

  2. AnthonyWheelerArt

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