Yeah, wanna do something unique, and definitely a different silhouette than what most are gonna have.
This is a VERY rough sketch of the critter that's gonna be inside whatever armor and gear I whip up for him:
I'm working out in my head what his bone structure will be, and he may end up completely different.
For one, he probably won't look like a smiling little gremlin when he's done...
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I've filled about 3-4 pages full od thumbnail sketches and not a single one has really caught my eye. I think that weirdness up above, suitably overhauled and modified, might end up being my best bet. >.<
(give it a penis)
Rhinokey: That's the problem, everything I've sketched out has ended up even LESS 'grabbing' than this guy.
make quick strokes and marks, let your brain just go and create instead of worrying too much about specifics. once you have a few, look at them and try to make sense of them, rescribble and shape.
eventually you may start seeing things or shapes you like, and can combine them in new drawings. if you're brainstorming, dont worry about speicifics, just get ideas down first.
okay suppose u wanna do sommin humanoid. set down those circles / cylinders which make the basic shape. now at selective points [shoulders, knees, elbows, head, shins etc], break that silhouette that the basic shapes make. have a specific look at all the breaks: 'jagged' 'flowy'etc etc. dont push it too far, cuz then its a mess.
if u dont want sommin humanoid, then its jsut the base forms that change, the idea of breaking the silhouette is the same. just how u go about it will be ever-so-slightly different.
then again, i prolly have no clue wat im talkin about... ive become used to thumbnailing these days.
good luck man!
I'd like to see something different with the arms though. A little less standard humanoid arms, a bit more crazy floating tentacled slimer pokemon evolution creature arms.
When 3DS Max is done rendering something for my paying job, I might render a toon shaded version of this guy as something to paint over and tweak the concept...
#1: Just a bug thingy with a weird head.
#2: I have no clue.
#3: I decided to see just how far I could push the "Big hands and feet, stocky, with small head and HYUGE weapon"... pretty far, looks like.
#4: Itty bitty guy - humongoid weapon.
#5: The cousin of #1, above, carrying his artifact - a magical battering ram with Earthquake powers.
6 : The Dark Anteater of Doom
7 : Brontosaur Warlord
8 : Little guy with improbably huge spear thing riding a brute with teeny legs
9: Unknown quadroped carrying the Cauldron of Doom on its back
10 : (Here's where I get a little loopy)
11 : I mean, come on, a flying face carrying evil bagpipes?
12 : Or a bird with a humanlike nose and the Nose Ring of Indescribeableness?
you go go for a squidy look like the model but with some 12 in it, that could be cool
or maybe even 8 with a 12 head and some things coming off the head.
sorry about the very vague explanation.
Maybe if I combine #3 and #7?
give bronto a 1,000 ton weight for a weapon!
So something like this?
haha that's awesome, man!
Stay away from straight lines. At the moment the line across the shoulders is too straight, the belt and especially the bit below the pecs. Try arching some of the lines. The belt should sit higher at the back than at the front, because of the weight of his codpiece (?)
Arch his back a bit too; pull his shoulders back and his chest out.
Keep it up!
I like the proportions much!
Try to focus to adding some details on the sketch, before starting the modeling, because you might get into trouble and lost in ocean of ideas.
Yes, this is the most coolest concept.
I like the proportions much!
Try to focus to adding some details on the sketch, before starting the modeling, because you might get into trouble and lost in ocean of ideas.
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That, I'm afraid, is a wee bit beyond my 2D abilities. Heck, if you asked me a week and a half ago, I'd have said what I have now for the 2D was beyond my 2D abilities.
And I'll get those lines un-straightened once I have the basic mesh done. I agree, though, that belt should be canted, etcetera etcetera.
Meanwhile, here's the current state of the figure:
I've also begun thinking about a name, and like the sound of Thwomper Boomfoot... He thwomps things pretty hard with his 1000 ton weight, and Boomfoot because he's a frickin' Apatosaurus on his hind legs.
Still got about 250 tris, so I'm gonna make a little helm for him, like in the concept. Also, you can't see because it goes through the floor, but the chain on the Big Weight (actually just intersecting boxes) continues on for a while - the whole thing is about half again as long as Thwomper is tall.
He's mapped, now. But as I have neither Mudbox nor Zbrush to do the highpoly with, most of his Normal Map will probably be painted, unfortunately...
Like how its coming along but were you gonna add to the feet and hands... seem to be kinda bare.
with 9000 triangles, i think that chain could receive some love.
i actually like the idea of neck-rings. it's spacey!
i'm excited this dude is getting made.
As for the chain, well, with the additional straps and spikes and things, the final poly count ended up at 8996 triangles...
As for the neck rings, I REALLY don't think so... the idea really doesn't spark my interest much at all. :P
Meanwhile, work has slowed down some, so maybe I'll be able to put some detail on this bad boy as soon as possible!