Concepting the torso portion of the character with dynamesh. Playing around with some styles, but I like the twisted metal/skeletal look. Still WIP much more to come.
Start working more on shapes, silhouettes and overlaps for the torso etc. Added a little SciFi shower curtain thing on the hips for the plastic to attach to. Will potentially move onto the tail or head, don't want to get ahead of myself on the torso. CC really welcome. I'm walking a bit dark for the concept detail, would love to know what people think doesn't/does look good. : )
Started to dynamesh a new torso. Trying to imagine how it could move and not be restricted. Went for snake scale like armour plating. Next I'm going to try and figure out how to attach the tail convincingly. P.S going to make the face into an android once i figure out the neck.
Today I've been doing some hardsurface dynameshing. Made a concept for the tail segment. Wanted to keep the silhouette as basic as possible for tri count considerations. I also did the same the neck, however allowed for more complex shapes. Started using the live boolen feature in 4r8, such a good tool! The face has been hardened and softened in places, I'm trying to make it look less organic. Next I think I'm going to focus on the waist mechanics and perhaps put some more detail in the cloth to make a sell as plastic. But before all that I need to work out the internal head geometry.
Modelled the camera-tentacle looking things. I've put them on spines with path constraints. Each segment is an instance of a master in 3DsMax. I did a test render with a low poly cylinder that follows the same spline.
Decided to redesign the head and tail segments (WIP). Wanted to bring back a creepy vibe to it. Note that the tail segments are a placeholder at the moment, hence they have been deformed.
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Breakdown and Reference
This is my initial breakdown and some reference samples.My process can be found here: https://www.artstation.com/artwork/yeDmO
First Blockout WIP
Whacking a couple of shapes in. Dynameshingtons.Blockout Continued
Wire Splines
Started to block out some wire splines. Keeping this part contained in Max for my LP later.Torso Dynamesh Start
Concepting the torso portion of the character with dynamesh. Playing around with some styles, but I like the twisted metal/skeletal look. Still WIP much more to come.Torso Continued
Start working more on shapes, silhouettes and overlaps for the torso etc. Added a little SciFi shower curtain thing on the hips for the plastic to attach to. Will potentially move onto the tail or head, don't want to get ahead of myself on the torso.CC really welcome. I'm walking a bit dark for the concept detail, would love to know what people think doesn't/does look good. : )
Face Start
Worked a little on the face today. Still early stages : )Adding To Face
Thought Id make an organic face first then droid it up. Here's the start of it.Torso Redo and Cloth
Started to dynamesh a new torso. Trying to imagine how it could move and not be restricted. Went for snake scale like armour plating. Next I'm going to try and figure out how to attach the tail convincingly.P.S going to make the face into an android once i figure out the neck.
Spine and tail segment blockouts
Today I've been doing some hardsurface dynameshing. Made a concept for the tail segment. Wanted to keep the silhouette as basic as possible for tri count considerations. I also did the same the neck, however allowed for more complex shapes. Started using the live boolen feature in 4r8, such a good tool! The face has been hardened and softened in places, I'm trying to make it look less organic.Next I think I'm going to focus on the waist mechanics and perhaps put some more detail in the cloth to make a sell as plastic. But before all that I need to work out the internal head geometry.
Blocking out shapes for the head components
Optic things
Modelled the camera-tentacle looking things.I've put them on spines with path constraints. Each segment is an instance of a master in 3DsMax. I did a test render with a low poly cylinder that follows the same spline.
Head and Tail design redo
Decided to redesign the head and tail segments (WIP). Wanted to bring back a creepy vibe to it.Note that the tail segments are a placeholder at the moment, hence they have been deformed.