CuHe creates some kind of a heightmap mesh. But not one vertice per pixel, but one cube per pixel. Something like a cubic heightmap. That’s where the name comes from CUbic HEightmap. It isn’t finished yet. But it already does what it should.
Normally i develop games. But from time to time i feel for making a still. All three or four years or so.
The motif is in my head since quite a while. I made a scribble for it long ago. Now i have finally spent a few days to redo it in 3D. It took me four weeks to create everything up to this final render.
Modeling happened in trueSpace and Blender. Sculpting in 3D Coat. Texturing happened in Blender, 3D Coat and Gimp plus a homebrew tool called Halo Remover. Scene setup, rigging, posing, and rendering happened in Blender and Cycles. Post processing in Gimp. Levelling and adding the background image in the window.
I know i may a bit late. But maybe not too late. Here comes a football.
I have two versions here. One low poly version with around 700 quads. And a high poly version with around 36.000 quads. This one has a extra mesh for seams, and is meant for stills.
It’s in 3D graphics / misc. And 3D graphics / Highpoly
In this tutorial i’ll show you how to do UV mapping in Blender. UV mapping is the process where you create the two dimensional texture space for a three dimensional object.