Splinterlands Arts Contest: 3D Modeling/Scuplting and Animating the Sacred Unicorn
Greetings everyone.
Here is another humble work/art of mine.
I made a 3D version of Splinterlands' Sacred Unicorn.
I am very happy to finally finish this as it is my very first sculpted character. 🙂
Below are some still renders taken at different angles:
My Modeling and Sculpting Process
Creating the Sacred Unicorn from scratch is time consuming.
To save time, I started from the base mesh that I have previously prepared.
The process on how I created my base mesh can be found here: https://peakd.com/hive-174301/@thecuriousfool/playing-horse-constructing-a-horse-base-mesh
My base and starting mesh that I've created from my previous post.
Since my base mesh has flat ears, I started by giving it an indentation.
Also, I already planned on sculpting my character, so I increased the topology with Blenders' multiresolution modifier.
This will give me more vertices to work on.
Looking at my target or reference image, there's a lot of things I need to modify on my base mesh.
Obvious difference are;
(1) the grumpy face,
(2) the neck,
(3) the back feet,
(4) the slimmer body and
(5) the bulging muscles.
My target or main reference image - Splinterlands' Sacred Unicorn.
I started by shaping my horse body and making the muscles of the feet bulge out.
I proceeded next by shaping the eyes. I made it bigger and shaped it to make it as if it is glaring.
Btw, I also adjusted the neck at this point.
I forgot to take a screenshot while doing it.
After that, I moved on shaping the nose and then indent the neck to emphasize some muscles.
I moved on in shaping the mouth.
Next, I shaped the back legs to match my target image.
I then moved to the head and made a unihorn. 😁
After that, I created the eyeballs. Adjusted the eyes lids and then placed the iris.
I then colored the eyes and the horn blue.
The horns have darker blue.
I am still deciding on the color of my unicorn at this point so I tried dark brown.
I moved on next to the hoof the horse and colored it blue.
Next thing is the mane.
I used a combination of curves to make the individual thick hairs.
After that, I moved on in making the tail hairs with the same method.
After I am satisfied with the look of my unicorn, I moved on rigging.
After that, I researched on how a horse move and picked the easiest to implement in my animation. 😁
The reference video I found to be useful can be found here.
I ended learning more about how horse moves because of this. 🙂
After that, I moved on in adding the magical effect on the unihorn. 🙂
I did some research and found that an electric effect is closer to what I am aiming for.
The guide, or tutorial, I used can be found here.
After that, I used Blenders' particle system to make the unihorn emit some acceptable energy effect. 🙂
I proceeded next by adding a ground and stones on my scene.
Since I am aiming for a seamless animation, I place the stone to hide the start and end of my frame.
I had difficulty in making the ground seamless on the animation so I leave it as is.
I give the ground a brown shading and the stone reddish brown.
I moved on finally on compositing to add the background. I also add a glare effect on the unihorns' visible energy.
Final Thoughts
At last, I finished it. 🙂
It took me a more than three days to finally finished my output.
Since most of the things I did here are my first, I learned a lot from it.
My work still has a lot of room for improvement.
But I am sure that as long I keep going, I will certainly improve it one day.
Thank you for taking the time to read my post.
I hope that you like my work.
Feel free to drop your suggestion on the comments below.
I would love to hear them.
Again, thank you and more power!
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Attribution:
Reference image(sacred unicorn), logo and all cards images belongs to Splinterlands.
3D model is sculpted, rigged, animated and rendered with Blender.
GIF image is made using Krita.
So cool man keep it up!
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You are very good at cheering from what I see 👍
Thanks.
I believe that the more participants are there, the merrier the contest will be. 🙂
That's right friend, and I like to see how they do the illustrations too
wow it look great, it must have been difficult for you to make the rig. I loved it
Thanks for appreciating.
I did had a hard time rigging it.
Its my first time rigging a whole mesh.
I also did not do retopology so it's an additional difficulty.
Anyways, I've learned a lot and hopefully I can do it again faster next time. 🙂
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Thanks for sharing! - castleberry#6859