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And so I get to the 3rd type of ball in my Quidditch set - we've done the Golden Snitch, and the non-magical Quaffle, and now we're on to the 2nd most interesting of them, the Bludgers...

 

These magical cannonballs need to be chained down in the box, because as soon as it's opened they are enchanted to aggressively pursue and attack anyone nearby at the time. (Health and Safety isn't a thing in Harry Potter, where they've got potions that can fix broken bones).

 

Modelling-wise, not the most challenging of forms in the Bludger itself, but interesting working out the mechanisms that hold it down, and I think it will look good in the box with the rest of them. Textures here are first pass, and will probably get improved later by the time I have sculpted some massive dents into it, for now this is just the base mesh and I skipped ahead to first round textures...

 

1901267746_BludgerWires00.thumb.jpg.5726f7dd72756002f1cb70f4a9240643.jpg

 

2129457547_BludgerWires01.thumb.jpg.530e81c2284d7d80f3ea7c27e2891153.jpg

 

699225279_BludgerWires02.thumb.jpg.071eeee200828a779430abde6aa684fa.jpg

 

Unusually for that production, I didn't like the textures they gave these in the films - too orange for my taste, so I'm going back to good old honest gun-metal greys, with slightly more weathering than they did.

 

330253729_Bludger21.thumb.jpg.1b92932db2e207264c26ae33b273546f.jpg

 

That last one Physical Render (Adaptive, Automatic, 6%, 3,3,3,0)  / GI (IC/QMC): 5 mins 40.

 

CBR

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looks the business already, texture looks awesome to me. Dunno where you find the time for all this stuff.

 

Deck

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That looks mean! Your texturing is no less impressive than your topology flow...Flawless

(loving the welding geometry and the bent due to heaviness pin details)

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Wowwww, that is so impressive. 

How do you get the material applied so consistently across the model?

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  • 19 minutes ago, TRussell said:

    How do you get the material applied so consistently across the model?

    That's the joy of Triplanar mapping :) Though with a texture this detailed and 'busy' I could have used cubic and the seams would have been almost as invisible...

     

    CBR

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    Dear Cerbera,

    Just a question on the topology of the holes (1st screenshot): how did you manage to terminate some of the edges inside (only one in two are flowing out)? Many thanks and great work as always. 

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  • 6 hours ago, Adrien said:

    how did you manage to terminate some of the edges inside (only one in two are flowing out)? 

    Many thanks and great work as always. 

    Cheers dude. I think there are 4 edges in from each side, and 4 out again... here's that bit with the insert removed so you can see...

     

    566272494_BludgerTopo.thumb.jpg.d7c1fd5644540e6431571b98e5bf538c.jpg

     

    I needed the plug inserts to have 1 level more subdivision than the main shell so I could better subtly deform the edges and make it look a bit less perfect.

    As it goes, I am going to sculpt the main shell later too, so that will join them at L2 and beyond eventually...
     

    CBR

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    Wooops thanks a million, I didn’t notice the insert. 

    I spent an hour trying to get my head around it while waiting for your reply ahah! 

    Thanks again. 

    Adrien 

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