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[Mixamo Contest] - bggeneral - Dark Knight

polycounter lvl 9
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bggeneral polycounter lvl 9
Hey guys,

I'm quite new to this forum and I'm glad to join the community and post my wips here for the Mixamo Fantasy Character Contest :) So here is my entry.

Race: former human being \ demonic \ corrupted \ turned to the dark side
Class: Knight
Weapon Type: Sword and Shield

I built the base body\overall proportions using xsi and zbrush. And then modeled the blockout of the armor\outfit and weapons. Any critique is welcome and thanks for watching.

Good luck to everyone who takes part :)

wip1_dark_knight_basebody.jpg

wip2_dark_knight_basemesh_outfit.jpg

wip3_dark_knight_basemesh_sword&shield.jpg

wip4_dark_knight_fog.jpg

Replies

  • bggeneral
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    bggeneral polycounter lvl 9
    Here is an update with some concepts. My drawing is pretty ugly and dirty and I'm posting this just as a wip shot. But I established the most of the shapes and details and will work the rest out in 3d.

    wip5_conceptsheet.jpg
  • Texelion
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    Texelion polycounter lvl 8
    Wow, that's good. I just wonder if it won't be "too much" with all the details on the armor AND the skin. Wait and see.
  • bggeneral
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    bggeneral polycounter lvl 9
    Thanks for the comment, Texelion. Oh well.. I'll figure that out in 3d :)
  • bggeneral
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    bggeneral polycounter lvl 9
  • Texelion
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    Texelion polycounter lvl 8
    DAT boot... a bit too sci fi imo, but I like it.

    The thing is that the anatomy looks bad, if you do an awesome armor but the face and muscles are not well done, it will really be too bad. Hope you can spend some time on the anatomy.
  • bggeneral
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    bggeneral polycounter lvl 9
    I'm trying to mix fantasy and sci fi with priority of fantasy, I hope so at least :D

    Yes sure I will finish the face and some other visible body parts. And will pay more attention on the anatomy, that's important. Thanks for pointing that out.
  • brier
  • bggeneral
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    bggeneral polycounter lvl 9
    Thanks, brier :)

    Here is the face, without any ornament details on it so far, neutral expression.

    wip7_face.jpg
  • bggeneral
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    bggeneral polycounter lvl 9
    The 'inner' torso armor.

    wip8_inner_torso_armor.jpg
  • lotet
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    lotet hero character
    looks amazing, how are you making this armor, is it zbrush magic or just hard modeling work?
  • bggeneral
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    bggeneral polycounter lvl 9
    Thanks a lot, lotet! The hard surface armor parts were modeled in xsi, subdivided one time to clean them of small triangles and ngons and preserve the edge smoothing, then exported to zbrush and added there 2 more subdivision levels. I could continue refining the hard surface shape with the move, inflat and mallet fast brushes, but just thought that it's fine as is.

    The basemesh of the soft cloth part was also modeled in xsi, then tweaked in zbrush to fit the body, subdivided one time, sculpted a little and tweaked again, then I brought it back to xsi and modeled some major details, exported again to zbrush and finilized sculpting. That's it :)
  • kenkennang
    wow! i love your torso concept! its really cool! btw, your boots seen to be scaled thin? is it intentional or what? btw its cool! \m/
  • Tits
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    Tits mod
    The details definitly look nice, can't wait to see more!
  • bggeneral
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    bggeneral polycounter lvl 9
    kenkennang, Tits, thank you guys for your kind words! :)
    kenkennang wrote:
    btw, your boots seen to be scaled thin? is it intentional or what? btw its cool! \m/

    Hmm I think yes.. May be the foot itself looks thin and quite small because of the huge front and back parts of the boot, but I like that type of 'mechanichal' boot construction, when big front and back parts almost cover the foot, and this time I decided to make the boot toe quite elongated.

    Ok here are the pants with the boots.

    wip9_legs.jpg
  • lotet
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    lotet hero character
    the foot does look a bit weird, can we get a top/bottom view of it, cause i think the problem is the shape of the sole.

    anyways, the pants looks awezome, I was a little worried about the sci-fi stuff before, but I think it will actually work out.

    oh, question; am I the only one feeling the red in the renders is a bit distracting?
  • Texelion
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    Texelion polycounter lvl 8
    Man, if you put the clothes on top of these pants like your concept it will be too bad ! You should re-think the whole thing.

    Also I think that the bare arms are strange. You could do an awesome complete armor.
  • bggeneral
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    bggeneral polycounter lvl 9
    Hey guys, sorry for a late response..

    lotet, that was reddish fog on the renders, afer a little post process in ps it got too much bright. Yes it distracts a bit and accentuates on itself. Sorry :D Here are some snapshots of the foot\sole, hopefuly these top\bottom camera angles are enough.. :)

    Texelion, I refined the overall form of the clothes, so now they don't fully cover the legs as it was on the early concept stages. So far they quite smaller but at the same time they add some balance to the silhouette. Since the legs are quite thin\skinny, the bottom part of the character looks weird without them. But that's not a final decision, I'll figure that out down the road, when the rest of the armor will be done.

    About that bare arm, the idea was to make a quite bigger in proportions, demonic\artificial arm with glowing lava veins, something similar to what you suggested to Moogart for his necromancer character (a half human, half demon). I thought it would break the symmetry more and bring something interesting to the design. But now I see that it probably doesn't work, so most likely I'll make the arms symetrical, covered with gauntlets and some other armor stuff.

    Thank you guys for your feedback, I appreceate that a lot! Now I have to get some sleep.. :)

    wip10_boot_sole.jpg
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