That's tops dude, the creatures melded into the guns are cool, I'm just wondering if their arms are idle and dangle there or if the creatures do something, does the big guy use their little arms to grab things? Keep goin with your bad self!
HOLY SH*T. This is awesome. Far Fu##ing out! I want to shoot at it in a game.. i want to play as it in a game.. i want to do both!
How are you handling all those polys? i usually have to do things in pieces or max will crash on me. I dont think i could get all of that in one render like in your previous full shot.
holy crap miles, you just made me crap my pants with laughter, eat it and crap them again with the redigested poo before i even had a chance to change them or wipe.
Okay, I'm going to make some critical comments. I think some need to be said, amongst all the tongue-lolling and jaw-dropping.
I don't think this character looks like a general. He looks like some sort of grunt monster, but not a commander of an organized military. I think a few elements need to be integrated into the design to make him seem a little more like military brass.
Also, the symmetry. Need to get rid of so much symmetry. The easiest way would be to remove one of the demon guns. Have one of his arms be a demon gun, and the other one be something else. By no means should you dispense with the demon gun itself. I LOVE the demon gun! But changing up the character to promote assymetrical balance would really help to make it unique.
I'm actually really likeing the idea of some sort of driver on his shoulder. I think that could work out really well. I noticed you started on this, but maybe you could change it up a bit. Perhaps put a little uniform on that driver? That would help to cover the whole "General" concept. Also, his upper arms are quite nicely large and bulky. It would be cool if you had some rusted metal chevrons bolted directly into its flesh.
As far as the actual execution, I agree with everyone else here. Pure awesomesauce. Liquid rad. Keep playing around with the design.
I think he needed a visor, to help emphasive that he is cyborg rather than just demon the chunky shlr armour is very weak atm so that will change accordingly
poopinmymouth, thanks man, that tonuge in your avatar really disturbs me!
Timex, Soul reaver eh! I shall google as I only ever played the first game in which you were Caine(sp?)
ebagg, think of the as animated, scratching a clawing, thorwing obstacles out of his path! TEAM EVIL
MoP, thanks for the encouragement!
Zcubed, no I have always been space monkey
arshlevon, thanks a bunch, I would be disappointed with myself if I just churned out a doom clone and its good to know other artist are seeing beyond my inspiration.
aesir, sure... ancient artifacts on a small planet called deZurgon? Wacky invention that made granma's nightmares exist in physical reality? Desperate Alliance between trans dimensional species and earth!
rv_el, I dont have the full zbrush mesh in max.. well only lower res parts... and most things consist of seperate objects - keeping the polycount dispersed - too much in 1 single object and max will spit blood. Turbo smooth is the only option for smoothing (really).. you can always change it later but for wip's... turbosmooth
Richard Kain raises good points!! I agree in the context of hummanit he would not look like a general, however in the context of the forces that he leads he is the superior being. I'd love to get time to model a trooper for his stand/base as I think this would help..!
The symmetry thing has bugged me since the start on the mesh, but I promised myself I would finish this comp. I have toy'd with the idea of creating a differnt arm so we will have to see. I dont think it would be fitting for the Fetus general to wear a unifrom..
He is the brains and will behind the creatures locomotion, cloned dna from a dying general who failed his people and brought them to the edge of destruction. He retains all memories of his former life, now trapped inside the carcass machine he is set to destroy those who defeated him, leading the last of his re animated kinsmen to battle once more!
shotgun, you keep posting and I'll keep the bed warm!
Oooo yea baby, borg that bad mutha up! I know the machines are early WIP but I'd definitely suggest roughing the machinery, right now it kinda seems to be hurting the silohette rather than helping.
alright man, if you're going for doom stuff then those tech bits are going to have to be alot more interesting than that, check out ken scotts and seneca's stuff for pinky and the cyberdemon, the mechanical bits are as orgianic looking as the flesh, but they're sharp, u can tell they're metal, still they look interesting, and interlock intricately.
example:
the shoulder pad right now is a box. i would just delete that and start over. you have all this cool organic stuff going on you want to accent it with cool inorganic bits, and i know its alot harder to do all that inorganic stuff straight in max than it is to zbrush flesh, but do it man, push your geometry beyond just straight lines. same thing for the faceplate, its all just straight lines.
Also don't forget that for normal maps things don't have to be perfect you can get away with just jutting geometry pieces into each other and floating details on top, i usually do little cuts on pieces of metal with floating planes that i bevel off and they just float on top while following the shape of the underlying piece, doesn't matter one bit for the normal map.
Also heres a suggestion for the hose coming out of his mouth, instead of just hanging it there, why don't you integrate it INTO the guy, so that instead of going from the mouth to the shoulderpad (which btw makes no sense whatsoever hehe ) make it go from the mouth into his stomach, and then have strips of flesh around the chest area and stomach grown over it in places.
More on tech bits, if the guy has sort of a humanoid shape its cool to shape certain pieces like actual muscles in the human body, dig up an anatomy book, some muscles have really cool ways in which they intersect. exaggerate ofcourse.
it looks ok right now, the silhouette overall is not very interesting, i'd totally scrap that shoulderpad and make something with a bit more negative space. its like if doom's your inspiration go all the way, don't let anyone tell you not to do it cuz its doomy, the guys that worked on doom are phenomenal theres nothing wrong with being inspired by their work.
to be honest I don't like the visor much, I miss his cool face. I think itd be sweet if the tube went into some widget embedded in the other side of his skull, or something along those lines that lets the face through but still shows the cyborg your aiming for
beserk zbrush skills! I do agree it's losing something with the mecha additions - maybe overdrawing screengrabs of the profiles would help you to nail down the design direction?
ye i just have to say i really agree with rockstar...
it seemed kickass enough for me i wasn't even seeings all those things he pointed out, but ye, totally.
the thing is, about those artists rockstar mentioned, is that their 'lines' not being straight lines is because they follow anatomical logic, if not straight-out-of-the-box, blatantly use an existing anatomical structure and elborate from that. i think there is nothing more appealing and pure than nature's own invention, and it does supply you with some shexy 'outlines'.. can't argue with that!
just look at rockstar's mama!
man thats just awesome!!! I really like the sense of mass! Would be cool if the 'minidemons' had some knives ala bloodrayne, so they could carve someone up real nice if they get too close... but thats just me rambling hehe
I like the over-the-top look of this guy.
The demon gun arm things are hilarious.
I'd try to come up with some kind of assymetrical add-ons...maybe a strap round his chest of bullets...something not too distracting but enough to kind break up the symmetry.
I like him without the visor it hid all the zbrush shiz.
I totally want to frag this monster in Doom 3.
keep it up!
I noticed in the previous picture there's a little dude in his abdomen...then in the later pic he is gone.
BRING HIM BACK!! It'd be pretty awesome if he/it was the general.
B
ebagg, the machinery is gone, that stuff didnt work out
rv_el , yeah he is still around, I just hadnt worked on him much. You should have a better feel for the general now
mr_Rockstar ; totally agree'd on the mech bits , I scrapped those placeholders and worked up the legs in a suitable style. I sgree about the anatomy, if I have more time I will push it further with references.. I have lost shape through simply pulling him around in zbush too much but pushing some recognisable muscles would help I agree.
rooster , I was only 50% on the visor, but I scrapped it.. it just wasnt fun anyway
kite , good suggestion - and I did, which lead me to return to my original plan
shotgun , I do agree and I think if this comp was over two months I would start again in zbrush.. I still might get time to change some things..
Timex,Makkon,caseyjones,_Shimmer thanks guys!
Mishra; the big guy is just the ride, he's the carcass machine that the general marches to war on. I think a general is relative to his troops.. and I hope to demonstrate who is in the position of power through pose and gesture
Spoon_of_death, it might be fun but with empty hands I can potentially* (if I get time) pose each fella's hands/arms into differnt positions
Slash; haha yeah- they would cock it with on hand while giving the finger with the other
rooster; definately compensating for something.. a certain missing part of his body
modeling_man , thanks, the little general is back, in his rightful place. I am working on idea's for the assymetrical elements.. I'll see how it goes..
ah, sadly its just a screen grab from max.. i dont know if its possible to position other geometry relevant to each other in zbrush :O ... it would be good to have that functionality..
I know, that's why I was asking, because I've been wanting to be able to do that for ages... it'd save sooo much time... I thought something to do with MultiMarkers might be the way, but it seems like a dead end to me. Roll on ZBrush 2.5!
Also did you know Max's viewport runs a lot faster if you have a single smooth group over the entire zbrush import? Just saying because your renders seem to have faceted shading on the mesh, which runs a lot slower in the viewport...
spacemonkey, mop: Yes, it's possbile using multimarkers.
Load the first model, press m to multimark it.
Load the next model, press m to multimark that too (this can be done with as many meshes/tools as you like).
Clear the canvas, bring up the multimaker tool from the tools menu.
Draw it.
Now you can rotate move and scale objects in relation to each other, but you need select the center of each mesh. Note that the ALT+Mouse zoom mode is broke for some, inexplicable, Pixelogic reason.
There's also an marker menu where you change some settings, such what the multimarker will pick from each mesh/tool.
All in all, a needlessly complicated implementation of an extremly basic function.
The model is looking damn cool, more assymery in his equipment would have kicked ass, but I guess to have mirror it on the uv to get a really sharp normalmap out of the 1024. Going to interesting to see how much detail you can keep.
now thats some lovin.
dunno if its just me though, but ive transitioned the lil guy riding on the back of his head to being the general when i look at it now, sorta master blaster syndrome, still love it though
Replies
Did you use to go by the name "Vim the Good"?
To actually post such awesome work quite frankly staggers me.
I cant believe you actually have the audacity to try and make such awesome work for this comp.
Am I impressed and excited to see such great work.... you bet I am. I am also not prepared to write this one off as a simple doom art clone.
NOT dissapointing in least, no matter what anyone else says.
I am a little curious if you can explain why he has some flayed demons on his guns. And if they're demons, what are they doing in the year 3006???
looking forward to how you handle the mech bits, and seeing how you put the low poly under the polycount
Dude you are rocking my world. Kenneth Scott would be proud.
[/ QUOTE ]
See Kenneth Scott:
http://www.poopinmymouth.com/net/pics/quakecon04/images/CIMG1083.jpg
See Kenneth Scott Run:
http://www.poopinmymouth.com/net/pics/quakecon04/images/CIMG1084.jpg
How are you handling all those polys? i usually have to do things in pieces or max will crash on me. I dont think i could get all of that in one render like in your previous full shot.
I don't think this character looks like a general. He looks like some sort of grunt monster, but not a commander of an organized military. I think a few elements need to be integrated into the design to make him seem a little more like military brass.
Also, the symmetry. Need to get rid of so much symmetry. The easiest way would be to remove one of the demon guns. Have one of his arms be a demon gun, and the other one be something else. By no means should you dispense with the demon gun itself. I LOVE the demon gun! But changing up the character to promote assymetrical balance would really help to make it unique.
I'm actually really likeing the idea of some sort of driver on his shoulder. I think that could work out really well. I noticed you started on this, but maybe you could change it up a bit. Perhaps put a little uniform on that driver? That would help to cover the whole "General" concept. Also, his upper arms are quite nicely large and bulky. It would be cool if you had some rusted metal chevrons bolted directly into its flesh.
As far as the actual execution, I agree with everyone else here. Pure awesomesauce. Liquid rad. Keep playing around with the design.
poopinmymouth, thanks man, that tonuge in your avatar really disturbs me!
Timex, Soul reaver eh! I shall google as I only ever played the first game in which you were Caine(sp?)
ebagg, think of the as animated, scratching a clawing, thorwing obstacles out of his path! TEAM EVIL
MoP, thanks for the encouragement!
Zcubed, no I have always been space monkey
arshlevon, thanks a bunch, I would be disappointed with myself if I just churned out a doom clone and its good to know other artist are seeing beyond my inspiration.
aesir, sure... ancient artifacts on a small planet called deZurgon? Wacky invention that made granma's nightmares exist in physical reality? Desperate Alliance between trans dimensional species and earth!
rv_el, I dont have the full zbrush mesh in max.. well only lower res parts... and most things consist of seperate objects - keeping the polycount dispersed - too much in 1 single object and max will spit blood. Turbo smooth is the only option for smoothing (really).. you can always change it later but for wip's... turbosmooth
Richard Kain raises good points!! I agree in the context of hummanit he would not look like a general, however in the context of the forces that he leads he is the superior being. I'd love to get time to model a trooper for his stand/base as I think this would help..!
The symmetry thing has bugged me since the start on the mesh, but I promised myself I would finish this comp. I have toy'd with the idea of creating a differnt arm so we will have to see. I dont think it would be fitting for the Fetus general to wear a unifrom..
He is the brains and will behind the creatures locomotion, cloned dna from a dying general who failed his people and brought them to the edge of destruction. He retains all memories of his former life, now trapped inside the carcass machine he is set to destroy those who defeated him, leading the last of his re animated kinsmen to battle once more!
shotgun, you keep posting and I'll keep the bed warm!
example:
the shoulder pad right now is a box. i would just delete that and start over. you have all this cool organic stuff going on you want to accent it with cool inorganic bits, and i know its alot harder to do all that inorganic stuff straight in max than it is to zbrush flesh, but do it man, push your geometry beyond just straight lines. same thing for the faceplate, its all just straight lines.
Also don't forget that for normal maps things don't have to be perfect you can get away with just jutting geometry pieces into each other and floating details on top, i usually do little cuts on pieces of metal with floating planes that i bevel off and they just float on top while following the shape of the underlying piece, doesn't matter one bit for the normal map.
Also heres a suggestion for the hose coming out of his mouth, instead of just hanging it there, why don't you integrate it INTO the guy, so that instead of going from the mouth to the shoulderpad (which btw makes no sense whatsoever hehe ) make it go from the mouth into his stomach, and then have strips of flesh around the chest area and stomach grown over it in places.
More on tech bits, if the guy has sort of a humanoid shape its cool to shape certain pieces like actual muscles in the human body, dig up an anatomy book, some muscles have really cool ways in which they intersect. exaggerate ofcourse.
it looks ok right now, the silhouette overall is not very interesting, i'd totally scrap that shoulderpad and make something with a bit more negative space. its like if doom's your inspiration go all the way, don't let anyone tell you not to do it cuz its doomy, the guys that worked on doom are phenomenal theres nothing wrong with being inspired by their work.
ye i just have to say i really agree with rockstar...
it seemed kickass enough for me i wasn't even seeings all those things he pointed out, but ye, totally.
the thing is, about those artists rockstar mentioned, is that their 'lines' not being straight lines is because they follow anatomical logic, if not straight-out-of-the-box, blatantly use an existing anatomical structure and elborate from that. i think there is nothing more appealing and pure than nature's own invention, and it does supply you with some shexy 'outlines'.. can't argue with that!
just look at rockstar's mama!
Great model! Definately original! Love it!
-caseyjones
Really nice details and shapes. I really dig the weighting
for now a little update on the legs;
2 screen grabs! LEG W.i.P.
The demon gun arm things are hilarious.
I'd try to come up with some kind of assymetrical add-ons...maybe a strap round his chest of bullets...something not too distracting but enough to kind break up the symmetry.
I like him without the visor it hid all the zbrush shiz.
I totally want to frag this monster in Doom 3.
keep it up!
I noticed in the previous picture there's a little dude in his abdomen...then in the later pic he is gone.
BRING HIM BACK!! It'd be pretty awesome if he/it was the general.
B
Team Daemon is back in business.
ebagg, the machinery is gone, that stuff didnt work out
rv_el , yeah he is still around, I just hadnt worked on him much. You should have a better feel for the general now
mr_Rockstar ; totally agree'd on the mech bits , I scrapped those placeholders and worked up the legs in a suitable style. I sgree about the anatomy, if I have more time I will push it further with references.. I have lost shape through simply pulling him around in zbush too much but pushing some recognisable muscles would help I agree.
rooster , I was only 50% on the visor, but I scrapped it.. it just wasnt fun anyway
kite , good suggestion - and I did, which lead me to return to my original plan
shotgun , I do agree and I think if this comp was over two months I would start again in zbrush.. I still might get time to change some things..
Timex,Makkon,caseyjones,_Shimmer thanks guys!
Mishra; the big guy is just the ride, he's the carcass machine that the general marches to war on. I think a general is relative to his troops.. and I hope to demonstrate who is in the position of power through pose and gesture
Spoon_of_death, it might be fun but with empty hands I can potentially* (if I get time) pose each fella's hands/arms into differnt positions
Slash; haha yeah- they would cock it with on hand while giving the finger with the other
rooster; definately compensating for something.. a certain missing part of his body
modeling_man , thanks, the little general is back, in his rightful place. I am working on idea's for the assymetrical elements.. I'll see how it goes..
poopinmymouth, I will cry as all the detail slips away :_(
Almost.. there a few max things to do.. a zbrush fix pass and I will call it done on the high
is that a render from zbrush or max? if zbrush, how did you position the sub-d parts to line up with the zbrush parts?
Also did you know Max's viewport runs a lot faster if you have a single smooth group over the entire zbrush import? Just saying because your renders seem to have faceted shading on the mesh, which runs a lot slower in the viewport...
Load the first model, press m to multimark it.
Load the next model, press m to multimark that too (this can be done with as many meshes/tools as you like).
Clear the canvas, bring up the multimaker tool from the tools menu.
Draw it.
Now you can rotate move and scale objects in relation to each other, but you need select the center of each mesh. Note that the ALT+Mouse zoom mode is broke for some, inexplicable, Pixelogic reason.
There's also an marker menu where you change some settings, such what the multimarker will pick from each mesh/tool.
All in all, a needlessly complicated implementation of an extremly basic function.
The model is looking damn cool, more assymery in his equipment would have kicked ass, but I guess to have mirror it on the uv to get a really sharp normalmap out of the 1024. Going to interesting to see how much detail you can keep.
dunno if its just me though, but ive transitioned the lil guy riding on the back of his head to being the general when i look at it now, sorta master blaster syndrome, still love it though
Great idea = his beast's hands !