The Sphinx, sculpted and animated
Documentation of modeling a creature based on the Sphinx —part lion, eagle and woman—, made for renders and a short animation for a university project.
- Skills
- Sculpting · Retopology · Texturing · Animation
- Tools
- Blender · Clip Studio Paint · Premiere
01
References
I started from the historical image of the Sphinx and her appearances in video games and films.
02
Base sculpt
I blocked out the shapes and sculpted the face and body with my own alphas and brushes. I painted the feather and fur alphas in Clip Studio Paint instead of using photos, for a more unique finish.
03
Wings and mane
I projected those same alphas onto a simple mesh, layered like a bird’s feathers. The mane is a mesh hidden under a hair system with feathers.
04
Retopology and UVs
Since the mane hides the neck, I split the head and body into separate meshes and UV maps.
05
Textures and fur
I baked the sculpt onto the retopology, painted the color in Blender and used hair systems for the fur and feathers, controlled with weight painting.
06
Rigging and posing
I built the rig with Rigify (a quadruped with human facial bones and bones in the wings). The hardest part was weight painting the feathers so the wings would fold properly.
07
Background and environment
I modeled a cliff facing the sea, dressed it with GScatter and used textures and HDRIs from Polyhaven. The ocean uses Ocean modifiers baked as displacement.
08
Animation and simulation
I animated the landing with wind simulations for the feathers and vegetation, added sound effects and edited the render in Premiere.
09
Final renders
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