Aw yeah Rooster. I know your entry is going to be killer this year.
Regarding the concept:
Push the shapes 200% more make those boots really chunky and Make the neck armor ultra extreme. Don't stop pushing the shapes until it looks stupid and then scale it back 10%. Also, more evil, more assassine!
edit: btw heres the story:
he's the elite specialist in boarding enemy vessels and sabotage.. he leads the most important raids/performs solo operations boarding enemy ships and space stations.
-he has been genetically engineered to have super tough skin with extra embedded armour plating. With the aid of goggles and breathing mask, he can survive in space, incase his attack compromises the hull integrity- or his prey tries to flush him into space
- part of his genetic engineering gave him a third eye and telepathy skills. Thus he can communicate with any nearby elite squads without radio equipment, and has a limited ability to sense enemy troops behind obstacles
-his power glove enables him to smash through sealed bulkheads, and magnetic boots anchor him for the force of the blast- and incase part of his mission is to disable a ships gravity generator
-he will have a supply of state of the art 'Energy Depletion Vortex' Grenades for disabling ship subsystems and enemy robots (since EMP countermeasures are available to the enemy)
-and a big kick ass gun
edit 2: just to be clear, that is a glove and in no way robotic or cybernetic.. so it is equipment. it emits an energy burst when he punches. but I dont really want to have to split 1000 between that and the gun
That's coming along dude!
I kinda like the first guy a little more for some reason. But the only downside is that the first one just looks like an infantry grunt more than an assasin or "Shadow".
I don't know how I feel about the second concept though. I definitly like the style and the look of him though.
Keep at it.
i'm going to give you the strong sauce, because i know you like that flavor best: i don't think this is working. even if you work the kinks out of this design, it still has a very low chance of winning.
why so harsh? i'm seeing some of the same problems in your sketches as i do in my own human sketches, that's why. i start with "okay, i'm doing human-guy, i can make this badass." and then i proceed to make him or her not very badass at all. for various reasons, but mostly because i'm consciously trying to keep within certain set proportions, or certain other nebulous ideas are constraining my execution, and the end result is pretty doodoo. the word caca might even get involved in this description.
i say this because again i think i recognize a kindred spirit: i think you're better off dealing with more outsized, stylized sorts of designs for characters, much as i am myself. i think you're struggling against your better tendencies on this concept, and while it's good to push yourself, i think for a competition you ought to be pushing your very best qualities, not trying to bring up your weaker areas. i think you're somewhat limited in your visual vocabulary for humanoid characters--the pants and shin/boots remind me a whole lot of that postapoc guy you did a while back.
but enough about that! i think it's time to go back to the drawing board. if you're struggling too much early on, it's a bad sign. hit up some thumbnails, hopefully of more non-human characters as well. personally, i'd absolutely love to see you follow up what you learned from your first (and most excellent) Dominance War character with another character in the same vein--stealth rooster! i know you didn't want to the first time, but try pulling more chicken-y or birdlike proportions out, not so much humanoid with wings and rooster head, but more aggressive overall birdshapes. big and bad is the name of the game, man--bold silhouettes are always more likely to be winning material. so how about a stealth rooster, flyin' in below the radar and... i dunno, i mean come on, stealth rooster, what's not to love??! just pull yourself out of the box of thinking about traditional ninja/covert ops cliches and you'll be on the right track. definitely need to ditch the sam fisher goggles, at any rate: you won't be able swing an elbow without hitting them in the finished entries, i guarantee you that.
i have a lot of faith in you and absolutely cannot wait to see what you'll bust out for this compo. keep us posted!
haha, an awesome crit gauss just what I like! I do hope you realise while writing this though that I also like nothing better than to be told 'that won't work'
one evening shall be set aside for some alternate concepting! but I should mention while I do not expect one pixel from my current concept to make it into the final design, I think the idea has some gold hidden in there..
ok working on the next iteration of duder there, but in the mean time here is 'random bald green mudbox paintover man':
he will amaze your friends with his hovering! his special attack is to hover his enemies until they starve, however he can only use this once because he will also starve shortly after. Do I need some sleep??
mmm, nice style on that new one rich
gauss gave a great crit, I think he's spot on - instead of hammering away on one sketch, do a bunch of tiny crazy doodles and see where it takes you.
lookin' forward to see what that may bring forth!
I like the way that last one flows, roo. That one also seems more creative than the first ones, keep going in that direction.
I'm doing what MoP (and that crazy travelman) suggested, namely just doing quick rough sketches and thumbnails, and it's paying off. I'm usually the kind of guy who just goes with the first thing that pops into his head, but it's nice to be focussed on trying to get a few loose ideas out first, preferabbly as broad as possible, and to refrain from detailling untill you feel you're there.
Very nice alienlike proportions, but he lacks a sweaty alien cock. I think you might be on to something here, for some reason this is more appealing than your first sketch. Give him some alien tech armor/clothing/gear too!
rooster: glad it helped. no work is every wasted, most ideas and even very little things find their way back into something else, somewhere down the line. most ideas are damn near indestructable
i like greenguy. now your task will be to properly differentiate him from other floaty, glowy type people--like say, Dr. Manhattan from Watchmen (though i know he was blue). i'd say it's worth playing around with costume ideas (possibly futurescience nanojumpsuit???!) but i'd also like to see some sort of equipment for him.
oh, here's an idea i had not a day or two ago, it's yours for the using: i imagined a very polycount-related sort of character that was surrounded by a sort of energy field that he maintained and manipulated at will. it just so happened that the energy field looks like a glowing green geosphere, with the verts exploded... so when it's in 'full shield' configuration, he's got the full geosphere around him--360 coverage, but there are some tiny gaps between the triangles... but then he'd re-arrange them normally into various configurations, like a dense directional shield to fend off targeted attacks, and of course big scary collections of tris in a dagger/sword like configuration for cutting fools up. the floating triangles themselves are only a molecule wide, so they cut through most anything.
and for the whole 'stealth' business, obviously your greenguy should have an on/off toggle.. he's sneaking around with the triangles hidden, and he's like a dull grey-dark green color... and then boom, he powers up, triangle come out to play, and it's all glowtastic.
like, woah, that was awesome dude. could you rewind that last chapter on the dvd? totally awesome.
I'm going to keep chizeling the concept till fri and start sat
colours not final or anything else blabla
edit: thanks for all the replies too
here are some of my thoughts at the moment:
the feet are localised gravity generators, which means he can literally run across the outside of a ship or space station. The glove contains a particle accellerator that can vapourise obstacles instantly and create a large blast force out of the vapourising range. with these he can punch in and out of secions of ship and deliver his anti-electronic weapons
what I need to consider- where he puts his breathing mask.. before it was split in half on each side of his collar.. not sure about it. I might make it onto one piece that hangs on his belt, or maybe fuse some pipes into his neck for oxygen.
The goggles might come back, or I might just say his eyes have extra thick membranes
hoi.. ok i say something before the tread is again gone in the thread-rush..
i realy like the boots they are unusual and fresh.. and the trousers are fitting in too
but i would push the jacket more to a unnormal look.. there are some realy cool styles in asia designs what fashion belongs.. so maybe you could start a lil research in this direction
and i would redesign the head .. i think atm its a mix from to much influences.. the metall eyes.. the 3. eye the beard-long-wolfhear
less is sometimes better..
Love the attitude this guy has. The smile and crazyeye look really draws you in. Something is lost between last two concepts when the eyes are converted to mechanical. I kinda miss the eyes.
thanks for the comments!
suprore & enami- combined your ideas to keep one eye and give him a tech 'eyepatch' .
rollin- I see where you're coming from, I'll add some subtle detail to the jacket but I wanted a few areas of calm to balance the details.. I'll judge this again later in the modelling phase
Davidson3d- hehe will see about that
ok just a few small tweaks, think I'll make a start.. the glove design will be refined later and the crappy wrench is a placeholder for when I think of some cool space widget :]
I've loved this from the first few sketches. I really like the face ideas you've gone through. With the new piece the only thing that i don't really understand is those pants. Can't quite grasp what they would look like in 3d.
Either way, its awesome.
Cool Rooster, This guy looks like he's getting really really close. He's definitely got that crazy Berserker look. The only other suggestion I've got is to pull some of that greebly boot design with the red into the headset and\or elbows so that it unifies the whole thing and pulls your eye through the design.. He looks great!!:D
because the high poly is closer to the final product. If you do the low first you're always going to be trying to fit the high poly to it, which sounds like a hasstle I don't need and restricts my freedom. plus you can always step down a few subdivisions and use that as a base for the low, its already in the correct shape more or less
Really digging the final concept dude and sucks about having to start again. But the good thing about that is you always seem to do it better the second time around and a lot quicker too!
lol is that hair a totally separate mesh? you should just slap it down on a layer so u can edit it separately from the rest of the head and blend it in/out or just get rid of it if u don't like it
Replies
Regarding the concept:
Push the shapes 200% more make those boots really chunky and Make the neck armor ultra extreme. Don't stop pushing the shapes until it looks stupid and then scale it back 10%. Also, more evil, more assassine!
edit: btw heres the story:
he's the elite specialist in boarding enemy vessels and sabotage.. he leads the most important raids/performs solo operations boarding enemy ships and space stations.
-he has been genetically engineered to have super tough skin with extra embedded armour plating. With the aid of goggles and breathing mask, he can survive in space, incase his attack compromises the hull integrity- or his prey tries to flush him into space
- part of his genetic engineering gave him a third eye and telepathy skills. Thus he can communicate with any nearby elite squads without radio equipment, and has a limited ability to sense enemy troops behind obstacles
-his power glove enables him to smash through sealed bulkheads, and magnetic boots anchor him for the force of the blast- and incase part of his mission is to disable a ships gravity generator
-he will have a supply of state of the art 'Energy Depletion Vortex' Grenades for disabling ship subsystems and enemy robots (since EMP countermeasures are available to the enemy)
-and a big kick ass gun
edit 2: just to be clear, that is a glove and in no way robotic or cybernetic.. so it is equipment. it emits an energy burst when he punches. but I dont really want to have to split 1000 between that and the gun
I kinda like the first guy a little more for some reason. But the only downside is that the first one just looks like an infantry grunt more than an assasin or "Shadow".
I don't know how I feel about the second concept though. I definitly like the style and the look of him though.
Keep at it.
-caseyjones
His face reminds me of Monkey, from the TV series.. I like!
pop
other that that its looking good
Nice going, keep thinking.
i'm going to give you the strong sauce, because i know you like that flavor best: i don't think this is working. even if you work the kinks out of this design, it still has a very low chance of winning.
why so harsh? i'm seeing some of the same problems in your sketches as i do in my own human sketches, that's why. i start with "okay, i'm doing human-guy, i can make this badass." and then i proceed to make him or her not very badass at all. for various reasons, but mostly because i'm consciously trying to keep within certain set proportions, or certain other nebulous ideas are constraining my execution, and the end result is pretty doodoo. the word caca might even get involved in this description.
i say this because again i think i recognize a kindred spirit: i think you're better off dealing with more outsized, stylized sorts of designs for characters, much as i am myself. i think you're struggling against your better tendencies on this concept, and while it's good to push yourself, i think for a competition you ought to be pushing your very best qualities, not trying to bring up your weaker areas. i think you're somewhat limited in your visual vocabulary for humanoid characters--the pants and shin/boots remind me a whole lot of that postapoc guy you did a while back.
but enough about that! i think it's time to go back to the drawing board. if you're struggling too much early on, it's a bad sign. hit up some thumbnails, hopefully of more non-human characters as well. personally, i'd absolutely love to see you follow up what you learned from your first (and most excellent) Dominance War character with another character in the same vein--stealth rooster! i know you didn't want to the first time, but try pulling more chicken-y or birdlike proportions out, not so much humanoid with wings and rooster head, but more aggressive overall birdshapes. big and bad is the name of the game, man--bold silhouettes are always more likely to be winning material. so how about a stealth rooster, flyin' in below the radar and... i dunno, i mean come on, stealth rooster, what's not to love??! just pull yourself out of the box of thinking about traditional ninja/covert ops cliches and you'll be on the right track. definitely need to ditch the sam fisher goggles, at any rate: you won't be able swing an elbow without hitting them in the finished entries, i guarantee you that.
i have a lot of faith in you and absolutely cannot wait to see what you'll bust out for this compo. keep us posted!
one evening shall be set aside for some alternate concepting! but I should mention while I do not expect one pixel from my current concept to make it into the final design, I think the idea has some gold hidden in there..
you will be kept posted!
i must say, that was beautiful, someone go to my thread and drop some shit like that on my chest.
keep it up rooster, i have faith
he will amaze your friends with his hovering! his special attack is to hover his enemies until they starve, however he can only use this once because he will also starve shortly after. Do I need some sleep??
gauss gave a great crit, I think he's spot on - instead of hammering away on one sketch, do a bunch of tiny crazy doodles and see where it takes you.
lookin' forward to see what that may bring forth!
I'm doing what MoP (and that crazy travelman) suggested, namely just doing quick rough sketches and thumbnails, and it's paying off. I'm usually the kind of guy who just goes with the first thing that pops into his head, but it's nice to be focussed on trying to get a few loose ideas out first, preferabbly as broad as possible, and to refrain from detailling untill you feel you're there.
i like greenguy. now your task will be to properly differentiate him from other floaty, glowy type people--like say, Dr. Manhattan from Watchmen (though i know he was blue). i'd say it's worth playing around with costume ideas (possibly futurescience nanojumpsuit???!) but i'd also like to see some sort of equipment for him.
oh, here's an idea i had not a day or two ago, it's yours for the using: i imagined a very polycount-related sort of character that was surrounded by a sort of energy field that he maintained and manipulated at will. it just so happened that the energy field looks like a glowing green geosphere, with the verts exploded... so when it's in 'full shield' configuration, he's got the full geosphere around him--360 coverage, but there are some tiny gaps between the triangles... but then he'd re-arrange them normally into various configurations, like a dense directional shield to fend off targeted attacks, and of course big scary collections of tris in a dagger/sword like configuration for cutting fools up. the floating triangles themselves are only a molecule wide, so they cut through most anything.
and for the whole 'stealth' business, obviously your greenguy should have an on/off toggle.. he's sneaking around with the triangles hidden, and he's like a dull grey-dark green color... and then boom, he powers up, triangle come out to play, and it's all glowtastic.
like, woah, that was awesome dude. could you rewind that last chapter on the dvd? totally awesome.
Is he gonna have a weapon of some sort?
I'm going to keep chizeling the concept till fri and start sat
colours not final or anything else blabla
edit: thanks for all the replies too
here are some of my thoughts at the moment:
the feet are localised gravity generators, which means he can literally run across the outside of a ship or space station. The glove contains a particle accellerator that can vapourise obstacles instantly and create a large blast force out of the vapourising range. with these he can punch in and out of secions of ship and deliver his anti-electronic weapons
what I need to consider- where he puts his breathing mask.. before it was split in half on each side of his collar.. not sure about it. I might make it onto one piece that hangs on his belt, or maybe fuse some pipes into his neck for oxygen.
The goggles might come back, or I might just say his eyes have extra thick membranes
this is my lean mean shipwreckin' machine:
i realy like the boots they are unusual and fresh.. and the trousers are fitting in too
but i would push the jacket more to a unnormal look.. there are some realy cool styles in asia designs what fashion belongs.. so maybe you could start a lil research in this direction
and i would redesign the head .. i think atm its a mix from to much influences.. the metall eyes.. the 3. eye the beard-long-wolfhear
less is sometimes better..
but keep going.. like it alot!
Awesome looking concept Rooster, I'm digging the boots and chunky gauntlet of doom! Keeping pimping away dude.
-caseyjones
But thats just me.
suprore & enami- combined your ideas to keep one eye and give him a tech 'eyepatch' .
rollin- I see where you're coming from, I'll add some subtle detail to the jacket but I wanted a few areas of calm to balance the details.. I'll judge this again later in the modelling phase
Davidson3d- hehe will see about that
ok just a few small tweaks, think I'll make a start.. the glove design will be refined later and the crappy wrench is a placeholder for when I think of some cool space widget :]
Either way, its awesome.
just testing my base mesh works ok here:
well the hair was just a box need to make a better fitting base
-caseyjones
bedtime! dreaming of war!