Recent image...
Hey hey,
Here's the least lame thing from what I was sketching and a description of what I'm going for. I'll probably spend a week or so working out the concept. Should be fun!
Death's Assassin
Race: Undead and ethereal (wraith)
Class: Stalker
Bio: Death is not happy to be cheated of souls by the likes of a cleric. Consequently, Death has demanded penance of a fallen cleric. This penance is servitude as Deaths assassin, who is primarily tasked with the assassination of clerics to stop their meddling in Deaths affairs. Penance is served when Death feels he is redeemed and the sentence is carried to the next fallen cleric. Sometimes those aided by clerics become the assassins bounty. He remains busy regardless.
Artifact Weapon: Void Daggers These soul harvesting blades allow transformation to gaseous form and portal the released souls to their proper place in Deaths realm.
Appearance: Deaths Assassin moves as a dark ethereal cloud, materializing to a frightening undead spectre, sometimes in the face of his prey, sometimes at their back, whichever is more fitting the circumstance. Some clerics drop dead simply at the sight of Deaths Assassin, who has garnered the reputation of a boogeyman, only existing in childrens nightmares.
So right now I'm trying to work out the mist idea, making him look like an assassin with a clerical background and using the Polycount icon as facepaint. I have a lot to work out in all regards.
Replies
I spent some time on his armor. The mist stuff really isn't what I'm shooting for yet. I want something more like Nightcrawler's liquid smoke going on and seeping from all around the character.
and some reference/inspiration images.
I did a sketch as well for the armor end pieces.
I can start some zbrush soon.
I plan on sculpting the skull and head mesh as 2 separate subtools. I haven't tried that before so I'm not sure if it will work.
keep going..
so...many...subtools ... *gets dizzy and falls over*
Ged, Thanks!
kakikukeko- yep, no legs, he'll have a fog base.
r4ptur3-ha it's not too bad really, maybe 10 subtools.
I've been using poly paint and baking diffuse, lighting and normals in 1 pass to the low-res. So far there's way too much brown like Charlie here but I guess I'll change that in photoshop.
Transparency is always a pain, I had to ditch most of my planned transparencies in the end to finish on time.
Be sure the material is marked as masked or transparent (masked is less costly but doesn't look as good) and import the texture as a grayscale image and hook it up to the corresponding node (depending on if it's masked or transparency).