BDL Sample Gallery

These samples are from previous pre-alpha versions of the software. This Gallery is provided for historical purposes only, and does not fully reflect the current status of the project. This page will be revised with current examples as soon as possible.

BDL Object Samples

Christmas 1998

Sample Body Model Preview. The current revision of BDL is nearing completion with some finishing touches being added to the newest full-body models. This view is offered as a preview of the current status of the project.

Both the male and female legs were created using the same musculature definition file - extra 'stress' was applied to the male version to create the additional muscle mass.

Model Closeup. a Closer view of one of the current models created to better preview the musculature details. The clothes have been added using the same musculature definitions as were used for the limbs and torso. Note that clothes can be created as 'tight-fitting', such as the arm band, or 'loosely fit', such as the shoulder pads.
body scene Model Preview 2. A second preview of the models in a more scenic setting. The clothing defintions have been created using the underlying musculature system in order that they will 'stick' to the torso as it is bent, twisted and animated.

Mid and Early 1998

Body 01 Model Preview 3. A view of the models shown from different angles to emphasize various muscle groups. (This image was created using a previous version of BDL, so the body definitions have been superseded by those shown in the previous examples.)

Heads

Closeups of some of the heads currently being developed.
head 1 Price Rath'Kar, Crown Prince of the Mountain Gargoyles. One of the early and more successful heads created. The facial features, (eyebrow ridges, eyelids, cheek and lip muscles,) are 'soft' connected - meaning they can wink, blink, nod, arch and grin.
head 2 ... and his pet Greel, Alfred. Intended to show how the various mapping options can be combined in both the physical geometry and texture layers to provide a 'leathery skin' apperance - most notable in the lip area.
Head 7 Amazon Warrior. The Gargoyle model was reworked using the newer version of BDL to create a more human looking model. Most of the facial features have been revised and a material map was exported to assist with texturing - most notable around the lips, eyelids and eyebrows.
Head 8 Aging Warrior. The basic facial musculature definition was re-worked to produce an aging, male warrior. The jaw has been expanded, the nose widened and a 'hook' added, the lips thinned, and the cheek muscles tightened. A 'droop' has been added to the lower eyelids and wrinkles added to the forhead.
Other Body Parts Some detailed views of objects other than heads.
Ram's Horn Rams Horn. A close-up view of the horns used for the Gargoyle above.
Displacement Arm The Displacement Arm. An arm created using BDL and the displacement mapping functions. See the BDL Displacement Maps page for additional information, sample displacement maps and some short animations displaying 'muscle morphing.'

Miscellaneous

skin 1 Alien Skin Patch 4a. A sample skin patch from the BDL library. Combines the various mapping options (displacement, bump, texture and color,) of the BDL skin layers (skin, veins, pock marks and tone) into a single overlay 'map'. Typically intended to be stretched, scaled and wrapped around your favorite alien model.
misc 1 The Flag of Olaf. A rather simplified, 10 minute example of using BDL to create non-organic objects. The skin layers section was used to draw the object which was then exported as a displacement/bump/texture map package, and applied to a polygon grid.

Historical

Some of the very early output from BDL.
humanoid 1 The Unknown Flying Lizard Woman. One of the original models created during the 'Proof of Concept' stage, while attempting to determine if the mathematics behind BDL would actually work. Has some sharp edges, but does illustrate that the potential exists.
Gargoyle Wing V3 The Gargoyle's Wings. A more detailed and scenic view of the wings. Most of the objects were created using the BDL skin layers, although parametrics or height fields could have been used in some cases. (...and having skin maps called Brick and Curtain has a certain strangeness to it...)