Looks very promising. I'm diggin the design, especially the head. [the one with a whole body]. I say run with it. I can't wait to see some more detail, and see where you go with the armor. Keep the face in the middle.
I like the conical torso, like conquisador armour. I like the imperial frockcoat, also a kickback to watching a lot Deadwood again recently and digging the crossover style.
I'm worried however that it's a little bit like the DC Skeksis, or even the creatures from the Village. I might look more towards Nemesis, without the arrowhead.
One thing that has bothered me for a day is the hands.
I want huge claws with talons - they look cool and they'd be ace for close combat. However, they would also be pretty useless in most other circumstances. I now have a solution.
The hands are a weapon. Much like a gunslingers pistols, they are quick draw weapons. But rather than hanging from a belt, they are fused to the leg armour.
This will allow me to have smaller, useful hands, and then when the circumstances arise, he can (or she?) can quick draw these power gloves.
It'll also give me a nice aesthetic - these spindly claws will be wrapped around the thighs when not in use, like a death grip.
3 for one - cool weapons, cool symbiotic legs and finally useful hands for a pistol, monofiliament telescopic sword, and loads of wee tech gadgets.
Its looking like you are going somwhre with this, a good start.
I dont think you should be worried about tit looking like skeksis. They were great.
I liked the extendable claws idea more than the claw gloves one , but maybe you could have them flip forward from under his/her arms. that could be nice.
I like that sketchy style there rick. My favorite of the more recent sketches would be the little guy (second from the left, second row), whose face is ALL mouth.
Spent a wee while this morning working on some of the details. I'm not sue what's going to happen at the waist yet, but I'll figure that out in the next few days.
Starting blocking out some shapes.
As well as excelling at animalistic close combat, she's an excellent sniper - though to be honest, in 3106, smart targeting, remote control, threat level predication and other weapons technology mean most soldiers on the battlefield are an excellent shot.
She favours a Hauger dual action rifle - powerful enough as an assault weapon, with the morphable sniper actions.
Hey Rick, I like the concept you are going for, but it feels like it is pulling away from the polycount side, to more of a 3d total character. I think it is the eva feel to it (organic robot) that is doing it for me, maybe showing more of the human/alien aspect like he/or she is within the armor like metroid would help. Maybe even showing human fingers within the claws of the hand, like a glove would help. Just some thoughts, but again I'm diggin the direction of this one.
It was very crunchy here. Demos. Deadlines. Bugs. You know the drill.
I had got to here:
And it was shaping up, but the form and balance wasn't right.
And then Mr M looked at my concepts, and the Victorian lizard wolf sketches with the high necked frock coats that were littering my desk (waiting for late night builds and exports).
I've been waiting for you to get something solid done... Looking great man. I really like where this is going and looks to be a very interesting character.
looking good man, I like how it seems you're going to do the trousers- I would think about either slimming his top or beefing his legs tho, they seem a little thin to support him in strenuous situations
I do need to modify the proportions of the upper and lower sections a little. The coat is going to be a little too big for his frame intentionally, I hope that will be more obvious further down the line.
Messy mesh? Pistols at fucking Dawn. (I never liked her anyway).
fantastic! this was very much what i was hoping to see come about, and there it is... onward and upward! get this guy into shape for the home stretch, rick
Had a close call last night - mac crashed 3 times. Then the hard disk failed.
Boom.
That would explain the crashing.
Thankfully, for the past 2 years my mac has been doing nightly backups, so I lost nothing except time. Time to go to PC world and track down 2.5 inch laptop style disk, time ripping the mac apart and replacing it, then reinstalling.
Anyway, looks like everything is all up and running, and I can handle losing some time. I did manage to lose all my emails too, but I only had about 30 (good at deleting!), and most of those were also backed up to my Googlemail.
Anyway.
What have I been up to?
Finally about ready to get in with some sculpting. I've used Silo 2 b7 at work on XXXIV all week purely for sculting - and I spent Friday afternoon poo-pooing Zbrush.
I've got this:
and some weaponry.
Some interesting Silo things - I sculpted the low poly coat tails - I just used the move, smooth and push brushes to make them flow round the weapons.
The belts were done by using the topobrush to draw the shape of the curve, then extruding that line into a loop of polygons. Then the shell command turned it into a solid belt. Soft selecting in tweak mode and some brush deformating was the final stage.
I've been doing the same thing, using the brushes on low poly. The parts you pointed out are really looking fluid, as is the whole character. Great to see an update!
Love where this is going Rick. The costume is working really well , and the design all fits together.
I think on the high poly head you should try to get a little more defenition in the folds down the side of the face , at the moment they dont seem to have and gravity to them and they overlap a little straingly, oi would try to keep them more like the ones round the mouth, or really tone them back so theeye is drawn to certain areas of interest. Looking great though.
good start man, though, you may want to make more global shapes before diving into smaller detailing, I know it's tempting, but you should be careful...I'd try to get the anatomy down first, really clean and thenadd the little wrinkles and stuff
also, I know pinch is tempting but you really want to avoid using it at such an early stage, that makes the mesh harder to modify if there's anything you don't like.
What Vahl said, right now it reads as completely random. You need muscle, tendon, and bone structure evidence. Out of curiosity, what are you basing these details on? It's just not readable or clear right now, I'd scrap all the high level stuff and start again at the low level and really focus on getting real structure in place.
Replies
There are bits I like. The arms and legs are very up in the air.
But getting something done rather than just thinking encourages me to work towards something.
I like the conical torso, like conquisador armour. I like the imperial frockcoat, also a kickback to watching a lot Deadwood again recently and digging the crossover style.
I'm worried however that it's a little bit like the DC Skeksis, or even the creatures from the Village. I might look more towards Nemesis, without the arrowhead.
I want huge claws with talons - they look cool and they'd be ace for close combat. However, they would also be pretty useless in most other circumstances. I now have a solution.
The hands are a weapon. Much like a gunslingers pistols, they are quick draw weapons. But rather than hanging from a belt, they are fused to the leg armour.
This will allow me to have smaller, useful hands, and then when the circumstances arise, he can (or she?) can quick draw these power gloves.
It'll also give me a nice aesthetic - these spindly claws will be wrapped around the thighs when not in use, like a death grip.
3 for one - cool weapons, cool symbiotic legs and finally useful hands for a pistol, monofiliament telescopic sword, and loads of wee tech gadgets.
I dont think you should be worried about tit looking like skeksis. They were great.
I liked the extendable claws idea more than the claw gloves one , but maybe you could have them flip forward from under his/her arms. that could be nice.
1 step forwards, 5 steps back.
-caseyjones
anyway, taking what I had from above, and listeneing to me drone on and pick out bits I like, he came up with this:
This is much closer to what I've envisaged. It's not quite there yet but it's not a kick in the arse off it.
keep em coming, just needs a little more scary in him.
He needs the frock coat again.
Personally i didnt like the coat idea, just dosnt seem to fit , but hey....
Some leg studies, trying to figure the better lower leg style. I also prefer the much longer hands.
Some more head studies, wolflike isn't doing it for me.
One of these (beside the leg ideas) is a complete rip from Nail from Fightbox. She has some elements that I like.
With these, I've figured out that she is an assassin and sniper and close combat killer.
Starting blocking out some shapes.
As well as excelling at animalistic close combat, she's an excellent sniper - though to be honest, in 3106, smart targeting, remote control, threat level predication and other weapons technology mean most soldiers on the battlefield are an excellent shot.
She favours a Hauger dual action rifle - powerful enough as an assault weapon, with the morphable sniper actions.
I wanted to work on the hands a little, so at this stage I have a quick hand done, and a quick power glove.
I can see how the glove will sorta sit on the armour, and how the hand will fit in the glove, and how the hand will fit in the gun.
The fingers? 1 finger built, copied and scaled.
Lots of bits need some prodding - the gun intake needs to be larger (not by much) and I might scale the hands and gloves a little.
1 glove = 375 polygons. 2=750. They are not even capped. The gun is about 160. Pushing it for the weapons budget...
Spark
There is no Eva feel to this at all. It's a lot closer to a werewolf in a civil war frockcoat.
I had got to here:
And it was shaping up, but the form and balance wasn't right.
And then Mr M looked at my concepts, and the Victorian lizard wolf sketches with the high necked frock coats that were littering my desk (waiting for late night builds and exports).
And he drew this for me:
So I had about 30 minutes on it so far:
For your model, I would nail all the large forms as a solid model first, i.e. focus on shape.
-caseyjones
I'll hopefully get another few hours on it today and tomorrow morning.
I do need to modify the proportions of the upper and lower sections a little. The coat is going to be a little too big for his frame intentionally, I hope that will be more obvious further down the line.
Messy mesh? Pistols at fucking Dawn. (I never liked her anyway).
Boom.
That would explain the crashing.
Thankfully, for the past 2 years my mac has been doing nightly backups, so I lost nothing except time. Time to go to PC world and track down 2.5 inch laptop style disk, time ripping the mac apart and replacing it, then reinstalling.
Anyway, looks like everything is all up and running, and I can handle losing some time. I did manage to lose all my emails too, but I only had about 30 (good at deleting!), and most of those were also backed up to my Googlemail.
Anyway.
What have I been up to?
Finally about ready to get in with some sculpting. I've used Silo 2 b7 at work on XXXIV all week purely for sculting - and I spent Friday afternoon poo-pooing Zbrush.
I've got this:
and some weaponry.
Some interesting Silo things - I sculpted the low poly coat tails - I just used the move, smooth and push brushes to make them flow round the weapons.
The belts were done by using the topobrush to draw the shape of the curve, then extruding that line into a loop of polygons. Then the shell command turned it into a solid belt. Soft selecting in tweak mode and some brush deformating was the final stage.
It felt REALLY nice, much nice than vert pulling.
and i backup every day my stuff.. so i can´t understand people (not like you) wo looses there stuff bc of a hd crash.. their fault
Made a start on the High poly - a mix of brush and poly sculpting.
They had a huge image of Captain Jack Sparrow for PotC3, and I realised there were lots of elements in his costume that I should incorporate.
The belts have struck me as a little thin in places.
I think on the high poly head you should try to get a little more defenition in the folds down the side of the face , at the moment they dont seem to have and gravity to them and they overlap a little straingly, oi would try to keep them more like the ones round the mouth, or really tone them back so theeye is drawn to certain areas of interest. Looking great though.
also, I know pinch is tempting but you really want to avoid using it at such an early stage, that makes the mesh harder to modify if there's anything you don't like.
keep it up man
S'cos I can only focus on a small area at one time due to masking, so I do it all in one go.
YAW.