Yeah, the intention after playing in 3d is definitely to go back to 2d for more concepting. Only takes an hour and better helps me think about the scale. I guess I don't follow the routine with these things.
Great start! I really feel like you struck a particular mood and both your character and "vehicle" are meshing in tone. Should be awesome to see you flesh it out further.
Thinking silhouette tonight, played with the model blockout a bit too (not pictured, just color/proportions). Included is a diagram of how I will probably handle the feathers.
Unrelated to the tech side, I want to illustrate their similarity/integration with potential scales by having them gradually fade out in featheriness near the base of tufts. (and be colorful, despite the character having a stealth assassin/mobility vibe...)
Also to demo quixel I think a smaller beast would be good, leaves more room for detail on the rider and spear weapon.
dang dude -- really bringing it with this one. Super impressed with how your design work has evolved. A really solid, technical feel I don't think I have seen in your work before.
I'm really digging where this is going, your sketches have a lot of character to them and the style's got a really cool, grungy sci-fi look to it. I really like the armored-up rider, but it would be cool to see more more of the deer-skull forms on the helmet you had in your lower silhouette, something really cool and spooky about it.
Lord Fryingpan - I like that beak, definitely want it to look spooky but not weak.
Der Hollander - I agree, the original rider helmet is a whole different character. I'm going with something less organic now, but tried to keep some subtle influences.
Aubrey - can't forget my origins
Weelll, I've stared at this long enough. Will mess more with design and material comp in 3D. Oh, I forgot to label the lucky medallion tucked into her waistband.
Your 3d concept was quite solid already! I like the way you're developing your character. However, he lacks a bit of a vibrant color, something to make his key bodyparts pop out: some kind of strong white/red/orange band on the helmet maybe, a more reflective material, a light grey shinny metal for example...
Just something that drags the eye: the wings themselves tend to point away from the character.
This looks rad. I love how the pilot's mechanised helmet fits the shapes of the beast, like us wearing an Eagle helmet. The teeth-beak at the top of that first image is killer.
Replies
How are you planning on making the feathers?
Thinking silhouette tonight, played with the model blockout a bit too (not pictured, just color/proportions). Included is a diagram of how I will probably handle the feathers.
Unrelated to the tech side, I want to illustrate their similarity/integration with potential scales by having them gradually fade out in featheriness near the base of tufts. (and be colorful, despite the character having a stealth assassin/mobility vibe...)
Also to demo quixel I think a smaller beast would be good, leaves more room for detail on the rider and spear weapon.
Q3's Hunter totally an inspiration here, though my rider won't be sexualized.
I think you also should keep the bony beak you made on your first sketch.
Der Hollander - I agree, the original rider helmet is a whole different character. I'm going with something less organic now, but tried to keep some subtle influences.
Aubrey - can't forget my origins
Weelll, I've stared at this long enough. Will mess more with design and material comp in 3D. Oh, I forgot to label the lucky medallion tucked into her waistband.
Just something that drags the eye: the wings themselves tend to point away from the character.
Anyway, keep it up, it's growing quite nicely!