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White Dragon Anthro 3D Model by BJPentecost White Dragon Anthro 3D Model by BJPentecost
My eyesight is still pretty bad but I was able to finish this up. I might texture him at some point if I can find the time to. I'm thinking gold or silver, something metallic.

All work done in Zbrush including the rendering. Never been terribly good at rendering in Zbrush but I think this one came out fairly well and it wasn't an accident for once so I'm happy. :P Lately I much prefer rendering in Blender-Cycles but I really did not feel like having to make a low-poly mesh and all the various maps to make it look right and blah blah no thanks. Not today. XD
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:icon6string2192:
6string2192 Featured By Owner Sep 29, 2014
hey i was wondering if i could use this model to make an avatar for secondlife i have people that would be good for the textures and to do that id need the model in obj format, if you could do that i would be over flowing with excitement!
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:iconkleigen:
Kleigen Featured By Owner Jan 30, 2014
A humanoid dragon. Looks cool. Good job
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:iconshottsy85:
shottsy85 Featured By Owner Jan 26, 2014  Professional General Artist
did you rig him or something to be able to pose like that? Truly amazing work! I am SOOOO behind on deviantart submissions been crazy busy. The details in this are spectacular! I may want to see if you can make a 3-d model of my main character for my graphic novel so I can draw him from different perspectives at some point lol. I can see you would do a spectacular job. he has dragon horns SORT of like that but less curled and omg his horns are driving me nuts drawing from different perspectives. 
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:iconbjpentecost:
BJPentecost Featured By Owner Jan 27, 2014  Professional Digital Artist
Thanks! :D To pose him I used Zbrush's transpose tools. :)
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:iconshottsy85:
shottsy85 Featured By Owner Jan 28, 2014  Professional General Artist
oh cool! I haven't used zbrush like at ALL yet. I dont have that program yet. I still have maya but it hasn't been touched since college. Do you use maya at all?
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:iconbjpentecost:
BJPentecost Featured By Owner Jan 29, 2014  Professional Digital Artist
I left Maya for Blender. Maya was a way better program but it was also 5K$ for the full version and fuck that shit. Blender's free and it does everything I need it to.
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:iconmineriva:
Mineriva Featured By Owner Dec 18, 2013  Hobbyist General Artist

Amazing, that looks so great. All these poses and perspectives are awesome.

The details are fantastic. I like the feet the most :)

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:iconbjpentecost:
BJPentecost Featured By Owner Dec 18, 2013  Professional Digital Artist
Thanks. :D
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:icondragonofbrainstorms:
dragonofbrainstorms Featured By Owner Nov 7, 2013  Student General Artist
hope ya do a female version. just saying
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:iconbjpentecost:
BJPentecost Featured By Owner Nov 7, 2013  Professional Digital Artist
I was actually thinking about that. If I get the time to I will.
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:iconoddworldianprincess:
OddworldianPrincess Featured By Owner Nov 6, 2013  Student Digital Artist
What did you use for rigging? (You have to rig before posing, right?)
And omg DEM SCALES *drools everywhere*
Funnily enough my least favourite part is the face, as I feel the soles of the feet and differing scale patterns across the body are just mind blowing.
I really hope you can get something sorted for your eyes ASAP. :( Seriously, I'm starting to get really worried.

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:iconbjpentecost:
BJPentecost Featured By Owner Nov 7, 2013  Professional Digital Artist
I actually did not rig it. I used Zbrush's transpose tools. Basically I just moved the geometry around as I pleased. I could theoretically pose him with Zspheres but I've never tried that.
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:icon0lightwizard0:
0LightWizard0 Featured By Owner Nov 6, 2013  Hobbyist Photographer
I love this details!
Very cool
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:iconstegron:
Stegron Featured By Owner Nov 2, 2013
Beautiful.
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:iconfrostwindl:
FrostwindL Featured By Owner Nov 1, 2013  Student General Artist
my god 1,405,824 polys!? i cant imagine having to do that much on my pc, it starts lagging at 80K (nor do i have the talent to.. XD)
you put textures and animate this one and it will be rivaling those of big movie companies. 
wow! just wow!

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:iconbjpentecost:
BJPentecost Featured By Owner Nov 2, 2013  Professional Digital Artist
Thanks. ^__^ I have a pretty awesome rig. A friend built it for me. I can easily handle around 3 mil polys and a little high before my computer starts going ggguuurrrnnngggggg at me. :P
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:iconfrostwindl:
FrostwindL Featured By Owner Nov 2, 2013  Student General Artist
just got zbrush and well i kinda screwed up with that 80k lag thing, i was talking about blender with that XD and yeah it lags at 80k. now i understand how you could handle such huge poly counts XD i was able to handle 25m with zbrush. and why you mentioned that you have to reduce the poly count to render it in blender's cycles.

now i understand, silly me XD

and wow oh wow, not only does your 3d models look awesome but your art as well, they're all astonishing, my god! i really feel bad not watching you earlier
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:iconbjpentecost:
BJPentecost Featured By Owner Nov 3, 2013  Professional Digital Artist
^__^ Thanks. You're very kind.

I don't know how Zbrush manages to allow for such HUGE poly counts but I've had like 12m poly models with no problems. For some reason Blender starts going bonkers at around 100k for me. I love Blender, I really do, but it doesn't handle big poly counts very well. XC
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:icondiametricdragon:
DiametricDragon Featured By Owner Nov 4, 2013
I have that problem with Blender too, but it gets stranger. Somewhere around 50-100k it starts lagging and sculpting becomes unresponsive. But if i go higher it gets perfect all the way up to 8M and after that i will run out of memory so that's my limit.
It is kind of bizarre.
Have you tried going past 100k or does the problem persists?
This is with the multires modifier btw, with dynamic topology I never get that high so i can't say how that perform at that level.
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:iconbjpentecost:
BJPentecost Featured By Owner Nov 4, 2013  Professional Digital Artist
Whoa, that is strange. O__O No, I haven't experimented with that. I mainly use Blender for rendering and hard-surface. Very peculiar. Have you asked in the Blender forums?
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:icondiametricdragon:
DiametricDragon Featured By Owner Nov 5, 2013
I haven't asked. I just did some searching. There were some settings that slightly alleviated the problem but I never found a real solution.
Since it have never been that much of an issue I just left it. One of those quirks of Blender that you accept, along with all the instances of "What on earth were they thinking".
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:iconbjpentecost:
BJPentecost Featured By Owner Nov 5, 2013  Professional Digital Artist
Yeah. XD I still love it but I do indeed wonder that sometimes. XD
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:iconfrostwindl:
FrostwindL Featured By Owner Nov 4, 2013  Student General Artist
:) you are very welcome! 

well unless somebody explains it i guess we will never know XD

same here, for an open source program, it's beyond amazing, even with the huge poly count problems, it's workable, and that's what counts right? 
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:iconbjpentecost:
BJPentecost Featured By Owner Nov 4, 2013  Professional Digital Artist
Oh yes. Blender may have its many flaws but I absolutely love it! I left Maya and haven't looked back for ages.
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:iconfrostwindl:
FrostwindL Featured By Owner Nov 7, 2013  Student General Artist
yeah, but it's an improving open source software, it get's "awesomer" by the update XD (new word btw XD)
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:iconbjpentecost:
BJPentecost Featured By Owner Nov 7, 2013  Professional Digital Artist
Agreed. :)
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:iconaranous:
aranous Featured By Owner Nov 1, 2013
Fantastic rendering. I really like the ratio of humanoid and dragon anatomy on him, somewhat reminds me of this design of Bahamut from one of the Final Fantasy games finalfantasy.wikia.com/wiki/Ba… .
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:iconorinoor:
orinoor Featured By Owner Nov 1, 2013
Crazy amount of detail, really splendid!
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:iconannexation:
Annexation Featured By Owner Nov 1, 2013
The detail with the scales is just... amazing. I can't really even think of the proper works to describe how amazing.
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:iconthaily:
thaily Featured By Owner Nov 1, 2013
"I'm thinking gold or silver, something metallic."

Or pearl with accents, maybe an oily shine black?
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:iconaldreaalien:
AldreaAlien Featured By Owner Oct 31, 2013  Professional Writer
That is just straight up awesome.
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:iconluxxeon:
LuxXeon Featured By Owner Oct 31, 2013  Professional Digital Artist
This is excellent.  Really great character.  That's the only thing that has kept me away from voxel sculpting; the polygon topology and rendering limitations of it.  I have folks balking at my freebies when they are a mere 60k polygons (quads, mind you, not triangles), saying it's too much geometry. :o (Eek) No, I disagree! 
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:iconbjpentecost:
BJPentecost Featured By Owner Oct 31, 2013  Professional Digital Artist
Thanks. :) This guy is only..... 1,405,824 polys. XD Lol. "Only." If they are complaining that 60K is too much, dang, some of my models would send them into hysterics. =P
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:iconnight-eco:
Night-eco Featured By Owner Nov 1, 2013  Professional Digital Artist
Oh also, I'd love to know if i could get my hands on that matcap/material you used on this handsome beauty! If not, that's cool. its just such a pretty material! I also love the scale details(done using an alpha brush, i'd imagine..), and the layering on the horns. Hell i love it all :)
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:iconbjpentecost:
BJPentecost Featured By Owner Nov 1, 2013  Professional Digital Artist
I made the matcap material myself kinda on accident XD. Maybe I'll post a tut on how I made it. :3 How does that sound? That way you can tinker with it yourself and get something you like. :3 
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:iconnight-eco:
Night-eco Featured By Owner Nov 2, 2013  Professional Digital Artist
actually you can save the material at out as a zmt. :) which can be shared like any other file! and as a reply to your other reply, 22k isn't exactly game-asset worthy *unless he was like 5 stories tall* but that's still great for a pretty render. i'm amazed at how smooth your model is after posing. I take it you posed the lowest subdiv?
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:iconbjpentecost:
BJPentecost Featured By Owner Nov 2, 2013  Professional Digital Artist
" I take it you posed the lowest subdiv?" Yup.

22k isn't exactly game-asset worthy Well the fact is, we're not likely to see a model this complex in games anytime soon anywhere, even on the PS4. Though you might be happy to know that the PS4 is pushing poly count higher than ever before, 15K for non-hero assets I heard. So maybe someday soon. And anyway, if I can get the low res down to 10K (quite possible) You'd be surprised what can be done with dispmaps. Like I said, that's probably a ways a way but not too far of a way. ;)
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:iconnight-eco:
Night-eco Featured By Owner Nov 2, 2013  Professional Digital Artist
I can believe that. I just know that 22k is just alot of polies even for hero models xD (even though Shatterer from gw2 was like, 80k tris.. ) I'm excited to see what's done with the PS4 inside of 5-6 years :) ps3 games now look amazing.
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:iconnight-eco:
Night-eco Featured By Owner Nov 1, 2013  Professional Digital Artist
Well keep in mind you can retopo it using z-remesher but you would've needed to do that before modelling in the HD details so you could bake the details to the low res model if it were to be a game asset or 3d animation asset. the fewer resoruces, the better.

that said, that method did you use for posing? Zspheres or transpose line?
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:iconbjpentecost:
BJPentecost Featured By Owner Nov 1, 2013  Professional Digital Artist
I always use Transpose. Also, I actually have this model structured with multiple subD levels. *Checks* Yup. His low poly is about 22k which all things considered, I'd say is pretty dern low. XD
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:iconevilwall:
EvilWall Featured By Owner Oct 31, 2013
THE PRETTIES.
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:iconneil-macleod:
Neil-Macleod Featured By Owner Oct 31, 2013  Hobbyist General Artist
very Nice !!
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:iconskrayle:
Skrayle Featured By Owner Oct 31, 2013  Professional General Artist
That's amazing! I know next to zilch about 3-D modeling, but this guy has a ton of really nice details on him.
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:iconbjpentecost:
BJPentecost Featured By Owner Oct 31, 2013  Professional Digital Artist
Thanks. :)

Here is my summary of 3D modeling:

Step 1.) Sit in front of computer.

Step 2.) Bang face on keyboard a lot and pull out hair because 3D is HARD.

Step 3.) If you bang your face on the keyboard long enough, something decent looking might come out of it. Occasionally.
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:iconthal-verscholen:
Thal-Verscholen Featured By Owner Feb 22, 2014
You forgot step 4 : Grab a set of painkillers for the pain.
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:iconbjpentecost:
BJPentecost Featured By Owner Feb 22, 2014  Professional Digital Artist
=P Indeed.
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:iconthal-verscholen:
Thal-Verscholen Featured By Owner Feb 23, 2014
Oh, yeah, and Step 5 : Reboot your computer because it crashed from the amount of polygons.
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:iconskrayle:
Skrayle Featured By Owner Nov 9, 2013  Professional General Artist
Ahahaha! Probably a lot of time, too. I've heard learning the basics, even, takes quite a while. Maybe one day I'll have enough time for banging my face on the keyboard for a while XD
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:iconaguarush11:
AguaRush11 Featured By Owner Oct 31, 2013  Hobbyist General Artist
This is amazing. but lovely process. ;) i feel like the same thing happens whenever i draw... or do anything... 

great work though! nice face banging. 
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