【Blender 3.5】How to Create a Sacabambaspis (Model)

2025年1月17日

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Recently, the ancient fish “Sacabambaspis" has become an unexpected trend on Twitter.

It all started with a tweet highlighting the Sacabambaspis model displayed at the Helsinki Natural History Museum in Finland. The model’s seemingly pitiful appearance captured the internet’s attention. One visitor to the museum commented, “I nearly cried when I saw this little guy."

Sacabambaspis is known for having both eyes positioned at the front, a perpetually open mouth, and poor swimming abilities.

Epinesis (@epinesis)

The smiley face is undeniably cute, isn’t it? 😂

However, this particular model is not an entirely accurate recreation of the fossil. In reality, Sacabambaspis likely had a front half covered by a carapace, resembling the body of a shrimp.

Haplochromis , Attribution 3.0 Unported (CC BY 3.0)
URL: https://commons.wikimedia.org/wiki/File:Sacabambaspis.gif

(Added June 18, 2023)

According to the Helsinki Museum, the model of Sacabambaspis was created by Estonian paleontologist Elga Mark-Kurik.

For more details, check out the following tweet:

https://twitter.com/USGMEN/status/1670027555032948737

The model’s quirky charm, which goes beyond realism, seems to have turned it into a viral “mascot" sensation.

Inspired by the trend, I decided to create an animated version of the “Sacabambaspis" model myself.

https://twitter.com/klala_lab/status/1668259646400876545

For this project, I used the free 3D software “Blender" to bring Sacabambaspis to life.

This article outlines the process, from modeling to UV unwrapping, texture painting, rigging, and animation. Hopefully, you’ll find it useful as a reference.

Due to its simple shape, Sacabambaspis is an excellent subject for beginners to practice 3D modeling.

For feedback or questions, feel free to reach out to me on Twitter: https://twitter.com/klala_lab 😊

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Workflow

Below is the step-by-step process I followed to create the Sacabambaspis (model):

Steps
  1. Modeling
  2. UV Unwrapping
  3. Texture Painting
  4. Rigging
  5. Keyframe Animation
  6. Rendering

I’ll highlight key points for each step to give you a clear understanding of the process.

Modeling

I started with a cube object and added a Subdivision Surface Modifier to it.

Using reference images, stretch the object along the X-axis by pressing S → X, and then apply the scale with Ctrl + A.

Set the subdivision level to 3 and right-click to apply Shade Smooth.

Switch to Edit Mode with the Tab key, and use Ctrl + R to add loop cuts as needed.

Adjust the shape using the G and S keys.

Adding the Tail Fin

You can create the tail fin as a separate mesh and attach it, but for this project, I:

Adjusted the shape to make it round, as shown in the reference photos.

Beveled the edges using Ctrl + B.

Extruded the shape using E.

After refining the shape based on the reference images, the final result looked like this:

UV Mapping

Before adding textures, we need to perform UV mapping.

UV mapping involves unfolding a 3D mesh object onto a 2D UV coordinate system, as shown here. The unfolded result is referred to as a UV map.

left: uv mapping, right: 3d mesh object

For more details on UV mapping, check out my previous article:

Adding Seams

Since the Sacabambaspis model has a simple shape, I added four seams to divide the body into upper, lower, left, and right sections, as shown below.

To add seams:

Use Alt + Left Click to select an edge loop.

Then press U or Ctrl + EMark Seam to add a seam.

For edges that couldn’t be selected in a loop, manually select them and add seams.

Unwrapping the Mesh

Once the seams are added, select the entire mesh in Edit Mode by pressing A, then press UUnwrap to unwrap the UV map.

Switch to the UV Editing workspace and verify that the UV map is divided into four islands, as shown below.

If any islands are distorted or accidentally connected, adjust the seams and unwrap the mesh again.

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Texture Painting

Once the UV mapping is complete, you can use Texture Painting to paint colors directly onto your 3D model.

For a detailed guide on texture painting, you can refer to my previous article:

Recommended Use of Pen Tablets

Before diving into the specific steps, let me introduce a useful tool for texture painting.

Since texture painting involves delicate operations, I highly recommend using a pen tablet like the one shown here.

Using a pen tablet allows you to intuitively move the brush as if you were drawing on paper with a pen.

Additionally, pen tablets are pressure-sensitive, so you can adjust the strength of the brushstroke depending on how much pressure you apply with the pen.

There are two main types of pen tablets:

  1. Non-display tablets, like this one, where you draw on the tablet while looking at your computer screen.
  2. Display tablets, which come with a built-in screen, allowing for more intuitive operation.

isplay tablets are more intuitive since you can draw directly on the screen, making them the preferred choice for professional creators and illustrators. However, due to the built-in screen, their price is usually over 30,000 yen (~$200 USD), making them a more expensive option.

Personally, I don’t sculpt frequently, and I’ve found that a non-display tablet is more than sufficient for tasks like sculpting and texture painting. For this reason, I use a non-display tablet.

The tablet I use is the Wacom One by Wacom Medium(CTL-672/K0-C).

Since Wacom is a Japanese brand, their products are reliable, and their customer support is trustworthy. Additionally, this tablet is reasonably priced at around 5,000 yen (~$35 USD).

If you’re interested, here’s a link to the product on Amazon for your consideration:









Pen Settings for Optimal Use

Pen tablets come with pens that typically have two buttons. These buttons can be customized with different functions. My personal settings are as follows:

  • Button 1: [Your assigned function, e.g., right-click or middle-click]
  • Button 2: [Your assigned function, e.g., pan or undo]

Although getting used to these settings might take some time, once you’re accustomed to them, you’ll be able to perform all the same operations as you would with a mouse—such as moving objects or editing them—entirely using the pen tablet.

How to Texture Paint

Switch to the Texture Paint workspace, then go to Active Tool and Workspace Settings to add a paint slot (Base Color).

Once the texture is added, the paint results will reflect on the body color of the model.

Using reference images, start painting the colors. In this case, I used a texture brush for painting.

From the brush settings, add a texture and select Clouds in the texture properties.

By adjusting the texture colors and brush colors, you can create a realistic mottled appearance, as shown here.

To prevent data loss, I recommend frequently saving your painted results as an image file.

Since colors can appear slightly different between the Material View and Render View, it’s a good idea to check the render view with proper lighting while working.

Here’s the final Base Color, as shown below (the eyes were created using UV spheres and a Mirror Modifier).

Adding Bumps with Texture Paint

Texture painting can also be used to add bumps for surface detailing.

To do this, add a new paint slot and select Bump.

Once the bump map is added, you can use the brush to create surface relief effects.

I used this method to indent areas like the gills, nose, and mouth.

The bump intensity can be adjusted in the Shader Editor.

Here’s the final result after applying the bumps.

With this step, the modeling and coloring are complete.

Since I don’t plan to animate the eyes, I applied the Mirror Modifier to the eye objects and combined them with the body object using Ctrl+J.

Rigging

To animate the model, we will add the skeleton structure, called an Armature, and apply the IK constraint (rigging).

For more details on the rigging process, you can refer to this previous article I wrote. Please feel free to check it out.

1. Adding a Single Bone

Start by adding a single bone. In Viewport Display, set it to In Front so that the bone is always visible.

2. Positioning the Bone

Place the single bone from the head toward the center of the body.

3. Extruding More Bones

Switch to Edit Mode (Tab key), and use the E key to extrude the bone towards the tail.

4. Parenting the Armature to the Mesh

Switch to Object Mode. Select the mesh object first, then select the armature while holding Shift.

Press Ctrl+P, then choose Armature Deform, and select With Automatic Weights. This links the mesh to the armature.

In Pose Mode, moving the bones will make the tail move along with it.

Adding an IK Constraint

1. Creating an IK Control Bone

In Edit Mode, extrude a new bone using the E key, then separate it with the Y key.

2. Setting the IK Constraint

Switch to Pose Mode (Ctrl+Tab). Select the bone at the tip of the tail, add an IK Constraint, and set the target to the separated bone.

3. Configuring the IK Chain Length

Set the Chain Length to 4, which will apply the IK to all bones from the tip to the base of the armature.

Now, by moving the separated IK control bone, the tail will move in response.

With this setup, the rigging is complete. The armature is fully functional, and the tail can be animated easily using the IK system.

Keyframe Animation

We will add keyframes to the bones and create an animation where the fins move left and right.

1. Setting the Initial Position

Set the timeline to frame 1 and move the IK target bone in the Y direction.

Press I and select Location to add a keyframe at the bone’s position.

2. Adding the Second Keyframe

Move the timeline cursor to frame 11, then move the IK target bone in the opposite direction and add another keyframe.

3. Duplicating Keyframes

Select the keyframe at frame 1, then press Shift+D to duplicate it and place it at frame 21.

When you slide the timeline cursor from frame 1 to frame 21, you will see the fins move left and right.

4. Creating a Looping Animation

Switch to the Graph Editor from the timeline, right-click on the left side of the screen, then choose Extrapolation ModeMake Cyclic.

Press Spacebar to play the animation, and the fins will continue to move back and forth.

Adding Keyframes for the Whole Body Movement

To represent the movement of the entire body, switch to Object Mode, then add keyframes for the Location and Rotation of the entire armature.

By adding several keyframes, you can create an animation of the Sacabambaspis swimming by.

5. Animating the Background

For the background, I used a still image. To simulate water movement, I also animated the background image slightly.

Rendering

We will set up the lighting.

For the world background, I set the same image as the background image and selected the projection method as Equirectangular.

Since the light intensity was too high and made the object appear too blue, I reduced it to 0.3 for a more subtle effect.

To ensure highlights are visible on the object, I used sunlight for lighting.

Rendering Settings

Here are the rendering settings. To keep the rendering lightweight, I set the sample count to 32, which is a lower number, but since denoising is applied, noise is not noticeable.

The scene properties settings are as follows:

Finally, I pressed Ctrl+F12 to output the final video.

The rendered result is saved as an MP4 file in the C:\tmp folder.

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Conclusion

This time, I briefly introduced how to make the currently popular “Sacabambaspis" (an ancient fish) model.

It’s easy to create, so I encourage everyone to try modeling the Sacabambaspis and get some relaxation from its smiling face! 😊

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