Stone Golem

Published on 2 November 2026 at 17:54

Ancient, heavy, and hardy, This stone golem tramples and crushes anything in its path.

Background

This is a model pulled from The sculptober Challenge, using the prompt "Brute", I toyed with the idea of iron and stone, and ultimately went with stone, as it could provide a more interesting challenge with craggy edges than smooth metal.

(References for all can be found Below)

 

Tools

The Block-out, sculpt, UVs and Baking were done with Blenders default tools.

Retopology was done manually using Re-topoflow3.

Texturing was done in ArmorPainter.

Challenges

One of greatest challenges of this project was Re-topology. While Re-topoflow is a useful kit, it felt very sluggish to me, it had some nice features, but some worked in-conveniently, and some other useful features like hiding meshes (aside from the re-topology mesh you're working on) has to be done outside of the Re-Topoflow UI, meaning loading in and out every time I wanted to try model the underside of the shoulder.

The other massive issue I encountered through this project, was ArmorPainter, while it is an Open-Source software, and it has promise for future development, it also felt very jittery, and some features interacted in strange ways, causing many delays. One such example, is that if using a mask layer, you can not modify that mask layer if it's connected in a shader. Similar to re-topoflow, going back and forth to link and unlink the mask layer to see changes.  

Channels also behaved not how i'd expect in ArmorPainter, when you place a material in the load list, it can apply to all or one mesh, as opposed to having a mesh material set, it still kind of confuses me to this point.

Progression

Moving forward, I want to check out some other software packages, I have a fairly diverse set, but feel it's worth expanding. Nomad Sculpt will be next on my list, While not free, it is relatively cheap, and has seem to garnered some reputation, I look forward to trying it out. 

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