guess i should point out that the gun arm isn't cybernetic, but prosthetic, the idea is it's jammed violently onto his severed arm, and secured with braces. but all of it's workings should be external.
struve's stuff is super pimp. i've got high hopes for this one.
Thanks for the kind replies, and from such great talent!
Vassago - Under the entry details section in the brief, it says...
"Polycount, CGSociety, CGChat: Humans or Aliens (only moderate mechanics is allowed). Basically, your character should have no more than 20% cybernetics. So two hands are fine or half an arm is fine or both feet are fine etc."
Only the forearm could be cybernetic, and a few plugs. But everything else he is only wearing. Hopefully they'll consider it under 20%.
just hammering out the shapes for some of the unresolved areas in the concept:
and another speed paint of mr. badtwittle, just to feel out where we are at this point:
hehe.. just realized there's nothing clever about our concept. it's a hulking space marine with a blow torch for an arm! and he's dressed like the grim reaper!
struve - sorry man but i took the weapon in an entirely different direction. i wanted to make it look improvised and more rugged, and for the tank, a giant shape slashing across his silhouette seemed like a good idea. watchathink?
this is one of the best models i've seen coming out of this contest by far. the skull looks really good, although i might bulge the cheek area a little more.
I thought this warranted a first post on polycount
Those sketches are amazing snowfly, and the modelling is v impressive too. This is one of the best of many amazing entries polycount has going for them. The standard here is why I'm not bothering to enter this competition. Keep it up!
hey man, great update!!! the skull inlays totally rock!
i find one thing that's missing though is the interplay of shapes. in the concept there's a lot of weaving in and out in the silhouette, and the boot has kind of an hourglass shape, but the 3d is pretty much cylindrical.
the banding on the plates are too thick and wide right now, actually maybe it's best to stay away from the patterns right now, we can figure out what looks best later on. focus on the main shapes for now - knee, calf, front plate, heel. they fit together similarly to a DNA strand...shoot for that.
it seems you're referring to the color sketch? the gray sketches above it are a more accurate presentation of what i had in mind.
what I'd like to see is the entire character fully blocked out so we get a feel for all the shapes working together. boring stuff, but integral to the design, so i think we ought to tackle that first.
well in the end it's my fault for not presenting those ideas clearly in the drawing. forgive my scatterbrained approach to concepting. i know the psychic communication's worked for us so far! but if there's anything you need cleared up just let me know. i'm here for you man!
Sounds good Snowfly, my next update will be the rest of the model all blocked in.
In the past Ive always went straight for the final mesh and pieced it together at the end, but it does make more since to block it in first to show where it's going.
This is definately without question one of the best polycount entries I've seen! The arm especially is really good, you accurately captured the anatomy of the musculature. And the skulls are lovely. I've always been partial to skulls.
I had a chance to work on my entry. I roughed him in; some parts can be exported to Mudbox and others will be replaced with more detailed sub-d modeling. What do you guys think of the proportions and what do you think about having one large tank on the back? I'm still not sure about the tank myself, but if you guys like it, it stays.
I like the tank but you could maybe do a little more with the shape of it to make it interesting. It also looks a little precariously strapped on, a more secure harness would be cool.
great work though so far!
Looks cool! I like the tank too. Maybe give the spine a bit more of a curve, let him bend backwards to show the weigth of the tank. Maybe the tank should be situated a bit lower down to make it easier to carry? That cloak thing looks like it should be much bigger and bulkier, or the head is too big.
Looking forward to more!
jaco suggests leaning him backwards because of the weight of the tank...actually you would want to lean him heavily forward to counter-balance the weight.
i figure you'll get a better pose once you get the model a little further. the proportions of the body are pretty good, but like jaco, agree that the upper armor/cloak needs to be a lot larger and bulkier, dwarfing the head, like in the concept.
great job - i like watching this progression! and keep the big-ass tank - i like it!
yeah the cloack needs to be a little more over the top, extending maybe an extra head's width on either side, the height's fine.
give him giant ribs and giant hip accessories! they accent the narrowness of his torso.
oh and the tank should probably rest around his lower back, but then again it might work right where it is when he's hunched over. we can re-concept it too to better complement his suit. let me know.
Thanks for the feedback Guys. Bigger cloack and keep the tank, hehe. I'll have him hunched over and try to establish a good since of weight, in the final pose.
Snowfly - Yeah, if you want to improve the tank in the concept that would be great.
wow this entry is looking great. one thing that gets me is i love the shape that the tank adds to the silohuette. but as far as functionally to me its a huge target. i dont think he would last long with a huge bomb on his back. maybe change the shape a bit so it has like a shield type of thing on the back to protect it from shots and what not.
hehe funny you should bring that up, hollywood really plays up the bomb on your back angle too much. it actually doesn't happen in real life. what does happen if the tank gets punctured is gas escapes forcefully to propel the wearer forward or whatever, but the casing is usually sturdy enough to take a bit of a beating. let's just say this problem's resolved in the year 3000.
the concepts and now the model look so smooth and creamy that i'm getting hungry. like pudding, or butter (or my favorite, butter pudding!). mmmmmm. uh, anyhow, i'm going to go out and get some food now, and you two will continue breaking faces on the windshield of awesome. what could that possibly mean
alkhobarspecial - Yeah I can see about a thousand of these guys, from a game play standpoint, scattered over open terrain and to kill them you have to shoot their tanks, and make them explode, oh the wonderful feeling you get when you wipe out a bunch of tuff guys with a single bullet, haha.
gauss - Thanks! Im glad we can make you feel hungry. Hey Snowfly we should open up a restaurant and set our artwork out side, we could make a killin.
I don't know about butter pudding or breaking faces on the windshield of awesome, but the model's looking great! If butter pudding's a part of the menu for the restaurant Snowfly and yourself are considering, I'd stick to just the 3D modeling for now.
Any plans to bulk up those shoulder pads? I like the flamethrower and the large explosion taking out hordes of people is a fabulous idea.
-Right now he's got the same proportions as the default biped rig; I could shorten the upper legs for style.
-Thanks for the comments, it's getting to the stage were good critiquing is great to have, modeling wise.
Replies
edit: while I'm posting here, love your sculpting!
struve's stuff is super pimp. i've got high hopes for this one.
Vassago - Under the entry details section in the brief, it says...
"Polycount, CGSociety, CGChat: Humans or Aliens (only moderate mechanics is allowed). Basically, your character should have no more than 20% cybernetics. So two hands are fine or half an arm is fine or both feet are fine etc."
Only the forearm could be cybernetic, and a few plugs. But everything else he is only wearing. Hopefully they'll consider it under 20%.
Hopefully they'll consider it under 20%.
[/ QUOTE ]
Or maybe they won't....Ah ha! One less entry to compete with! J/K, Struve - arm's looking great.
and another speed paint of mr. badtwittle, just to feel out where we are at this point:
hehe.. just realized there's nothing clever about our concept. it's a hulking space marine with a blow torch for an arm! and he's dressed like the grim reaper!
struve - sorry man but i took the weapon in an entirely different direction. i wanted to make it look improvised and more rugged, and for the tank, a giant shape slashing across his silhouette seemed like a good idea. watchathink?
Those sketches are amazing snowfly, and the modelling is v impressive too. This is one of the best of many amazing entries polycount has going for them. The standard here is why I'm not bothering to enter this competition. Keep it up!
the first elements look cool and the concept is awesome
-skull boot-
i find one thing that's missing though is the interplay of shapes. in the concept there's a lot of weaving in and out in the silhouette, and the boot has kind of an hourglass shape, but the 3d is pretty much cylindrical.
the banding on the plates are too thick and wide right now, actually maybe it's best to stay away from the patterns right now, we can figure out what looks best later on. focus on the main shapes for now - knee, calf, front plate, heel. they fit together similarly to a DNA strand...shoot for that.
it seems you're referring to the color sketch? the gray sketches above it are a more accurate presentation of what i had in mind.
what I'd like to see is the entire character fully blocked out so we get a feel for all the shapes working together. boring stuff, but integral to the design, so i think we ought to tackle that first.
well in the end it's my fault for not presenting those ideas clearly in the drawing. forgive my scatterbrained approach to concepting. i know the psychic communication's worked for us so far! but if there's anything you need cleared up just let me know. i'm here for you man!
In the past Ive always went straight for the final mesh and pieced it together at the end, but it does make more since to block it in first to show where it's going.
-Dread_Reaper
I had a chance to work on my entry. I roughed him in; some parts can be exported to Mudbox and others will be replaced with more detailed sub-d modeling. What do you guys think of the proportions and what do you think about having one large tank on the back? I'm still not sure about the tank myself, but if you guys like it, it stays.
great work though so far!
Looking forward to more!
i figure you'll get a better pose once you get the model a little further. the proportions of the body are pretty good, but like jaco, agree that the upper armor/cloak needs to be a lot larger and bulkier, dwarfing the head, like in the concept.
great job - i like watching this progression! and keep the big-ass tank - i like it!
yeah the cloack needs to be a little more over the top, extending maybe an extra head's width on either side, the height's fine.
give him giant ribs and giant hip accessories! they accent the narrowness of his torso.
oh and the tank should probably rest around his lower back, but then again it might work right where it is when he's hunched over. we can re-concept it too to better complement his suit. let me know.
dude i love where this is going!
Snowfly - Yeah, if you want to improve the tank in the concept that would be great.
my two cents
looks great
what could that possibly mean
gauss - Thanks! Im glad we can make you feel hungry. Hey Snowfly we should open up a restaurant and set our artwork out side, we could make a killin.
check space marines from warhammer to see how they proportion boots and such.
Any plans to bulk up those shoulder pads? I like the flamethrower and the large explosion taking out hordes of people is a fabulous idea.
bring on the butt pudding!
-Thanks for the comments, it's getting to the stage were good critiquing is great to have, modeling wise.
Really looking forward to this when completed.
Thumbs ups from here.
Can't wait to see this one finished
I wish I had more time to tighten and refine some of the mesh but if Im going to finish by the deadline Id better move on to the low poly version.
Voila!
and i can't see how this could get any better, so its probably about time to get to the next step...
can't wait to see it finished!