Absolutely...

:hammerhead::hammerhead::hammerhead:

I bow before anyone who is able to produce a render from Blender. I tried it once and failed miserably. Seeing those node tables is absolutely incredible.
I'm really newby at this and to me, node setups look complex and daunting, especially other people's. They're much friendlier from a construction perspective because you can craft the look of components separately then connect them together. I guess what I mean is - they're simpler than they look, playing with the system is the key. I'll attach the planet files here if anyone wants to mess with/improve them.
I love your painted skulls. They look metallic and in the pictures they do not look like models but like CG renders. WOW! :)
Most of the photos have been shot by a pro-photographer friend which helps a lot. The trick for the metallic versions is good paint. It's a faux effect, I undercoat the 'patina' first with regular artists' acrylic in green or turquoise then dry-brush the metallic over the raised areas. I use a Citadel Colour golds/coppers mix for bronze and Vallejo Metal Color for steel/silver. Prefer water-based paint because I don't like the mess of oils.
The fire ants immediately remind me of that one scene from "Scorpion King". ;)
Haven't seen it, might check it out next time it's on the TV
 

Attachments

  • planet_testt_01.blend.zip
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  • alt_planet_testt_01.blend.zip
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Put some stuff on Sketchfab starting with the papercraft Dimorphodon, anyone wanting to build the Dimo might find this a useful guide to the final appearance in 3D




Really old skull model, must’ve made this ages ago.
The form is OK but the polygon topology is poor compared to my current standard, might make an updated version if I get the time
It has a basic UV set so it could easily be textured and sculpted


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Gradually getting a few of my old 3D models on Sketchfab (and P3d).



Some screengrabs of the Styracosaurus, there's a few things I would do differently these days, I think the mesh structure would be cleaner, the head I'd base on the holotype specimen (as with my skull model) and the nostril would be placed lower and forward in the nasal opening to match the current thinking on this.

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Moved the model into Blender 3.2 (from 2.79) for some detail sculpting
My new self build 6-core PC, not a powerhouse but sculpting is much more pleasant than my old laptop. I usually like a warm/cool matcap for detail sculpting.

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Underside view

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I'm not one for very fine details but I do want to have the facets of the compound eye

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Got my old African elephant model into Blender 3 to see how it looks in the Eevee renderer. Made this thing back in 2019, there's a W.I.P thread on blenderartists-


The textures are lo-res (1024px) so it loads rapidly in Sketchfab but I've also used them in these Eevee renders, the pixelation is quite apparent if you look close.

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Some pics from the W.I.P.

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Wonderful work! :)
Thanks, I'm pleased with how it came out. I consider this a mark-1 version and there's a few issues I'd like to improve if I ever get the inclination.
Here's the link to the real-time 3D version, It's been up a few days but I kept tweaking the appearance, I'll leave it alone now :)

3D ELEPHANT ON SKETCHFAB

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Put the elephant on Shapeways at 1:40th and 1:60th scale, really expensive even before I added my meager markup. Doubt anyone will buy it but I might order one for myself.

Got a shader sorted for the ant. Tried baking 'ambient occlusion' to initiate the colouring but in the end it was better to mostly paint the dark areas into the texture image. I did use some of the AO to add extra detail.

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Having a go at some animation, just quick stuff really, I'm no animator.