The Great Dinobunny. Every year, he'd hide plastic eggs around the apartment, containing a variety of objects. Some years it was candy, sometimes little dinosaurs or other toys. This year, I printed some eggs (we moved 4 months ago, not sure where things are), and the avatar of the Great Dinobunny.
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Avatar of the Great Dinobunny |
The project started with the 13 eggs from this design on Thingiverse. They're a lovely design, printed well 95% of the time, a little longer/thinner than previous eggs - fine for the purposes.
Next, was the 3D Bunny Puzzle by Sakati, also on Thingiverse. As it's a No Derivatives license, I'm not posting the Dinobunny .stl back out there. The 12-piece puzzle is based on the Stanford Bunny, basically a project in 1994 where they tried to 3D model a bunny as accurately as possible for a computer to display. You can read more about it on Wikipedia in this article. I ended up making the dinobunny 13 pieces — I wanted the ear puzzle-piece to be printed white, with the rest of the dinobunny being green.
I printed the puzzle at 50% size, and it was nice. The tolerances were good; not too big, not too little. But for a dinobunny, I needed to do something more. Imported the puzzle into Blender - all of the pieces were imported into their proper space...no dragging needed!
Version 1: Crossbreed
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Fixed up the head and the tail - tail was still rough |
Sculpting Tip #1: Turn on Dynamic Topology, aka Dynotopo
When you're in Sculpt mode, it's in the lower right panel, there's a checkbox labeled "Dyntopo". Click that, and your sculpting will look a lot smoother - at a cost of more polygons being created. Also, I've noticed that Dynotopo becomes unchecked when you leave Sculpting mode, at least in my version of 2.8.![]() |
Dynotopology off (turn on!) and Symmetry as Mirror is all unselected |
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Yeah, when you turn on Dynotopo, this is a junk message. Click "OK" and move on |
Sculpting Tip #2: Deselect Mirror under Symmetry
It's in the same panel as Dynotopo - immediately below. It's not so much on/off, as select everything off. In the case of the dinobunny, there wasn't anything to mirror - and leaving Mirror X on (the default) made me question my sanity/sculpting.Sculpting Tip #3: Be aware of what you're sculpting
I definitely did NOT want to affect the puzzle portion. It meant extra care when I was using sculpting tool near the existing puzzle cut outs and tabs.
The new Dinobunny neck
Stretching the neck out was problematic for me. I basically grabbed a bunch of vertices and dragged them up - but it wasn't on a straight z-axis. The next step was making a cylinder with the height of the new neck, with the diameter of the "post" in the puzzle's neck...this served as a guide on grabbing the vertices to the right place. (I want to say I did smart things, like changing the neck pieces to match the rotation face of the cylinder, so I could just "z-z" and move along the object's own z-axis as opposed to global z-axis. It also works to just join the cylinder and the piece you want to move up/down, and then use "p" in edit mode to separate them again. z-z now works for the piece, using the angle of the cylinder.)Well, you now have a stretched out neck. It no longer looks natural, just a bunch of flat planes.
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Before |
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After |
Dynotopo was necessary here — I wanted to get the organic, slightly lumpy roundness bits of the original...and it wouldn't make the new faces I needed if I just tried to dump clay strips down.
I also sculpted with non-active pieces visible, as it gave me feedback on how the rest of the pieces looked with the changes. Sculpt mode doesn't affect those non-active pieces, so it was a safe method.
Brushes used:
- Used Draw more often than Clay Strips, both as a +/- brush.
- Smooth for cleaning things up
- Alternating between Crease and Pinch for better definition of transitions
Making Two Pieces instead of One
As I wanted to make the ear portion white, it meant I had to break apart the back of the head/neck piece. I didn't use any sculpting technique - it was a quick creation of a cylinder and cube merged together, and then using Boolean>Intersect on it to make the bottom part. I briefly scaled it up, to then Boolean>Difference to create the puzzle-fit in the top portion. No sculpting needed!
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Remaking the puzzle portion - notice my edges are sharp compared to the original |