Hello, I'm new to the forum and to DWIII, and judging by what I have seen so far I'm gonna definetly need some help to keep up with some of the talents here.
The model below is what I have been working on, but I fear that I may have gotten into modeling way too quick, and should have done a lot more 2d art first, to work out a solid concept.
Honestly what do you guys think should I go back to the drawing board? My feelings won't be hurt, just please give me your full on opinion.
P.S. That torso section is supposed to be like exposed organs and stuff, and I was thinking about using somthing like this for the weapon.
Replies
Here is my new Concept. I decided he would be a stalker class, and have the ability to become invisible. I would like to incorporate this idea in my model somehow with an opacity map, making certain parts more visible than others, and possibly showing through to bone and organs in parts.
Also, checking out what some other people have done, one person commented on how he noticed a lot of characters with really big upper bodies, so I decided to go with the opposite.
I'm not completely sure whats working and whats not with this concept so far. Right now I like the chest area, top two arms, and possibly the head but I am unsure about the rest.
I went with horse hooves because I wanted to do something a little unusual there too, but again, not sure if it works.
Please hook me up with some good crits.
Got rid of the feet and incorporated the invisable part to them. I am anxious to see what you guys think.
That being said, I think you've got something here to work with. I think you were right to shy away from your first concept, as in my opinion the super-gauntlets have been done to death. A big part of this competition is the originality of your design.
You've got some insect-like characteristics on both; the extra leg joints and the plating, 6 limbs, and the thin quality of the limbs in the model. I think you should push that, as right now your character just looks like a hodgepodge of disparate elements-- nothing's matching up. What I think would be interesting is if you incorporated the shield as part of the hand. So maybe the two upper arms flange out into these large shields that are part of the carapace, and then the two lower arms have the big blades that you've shown on the last sketch.
Well, you get the idea. Welcome to Polycount.
Keep in mind when looking at them, they will probably need armor or clothing of some type, so I can make them look more "stalker" looking with the outfit. However, probably the bigger guys won't fit too well, and in that case I could always change my theme if necessary.
He has no eyes, just this glowing thing for the top of his head. The skin is supposed to look like its burned off towards the edges of the glowing part.
I was thinking that this guy could be a warlord who's artifact gives him the power of fire/lava but transformed him a bit, in the glowing areas (I intend to use this glowing theme for various parts of his body).
Initial Body sketch:
P.S. I didn't have an avatar pic so for now I am going with this one for now.
I have to swy tho' there's still some anatomical issues, from the usual things, proportions and muscles, to combining foreign anatomy with proper anatomy.
Having said that, yeah this concept is worth exploring. I think in its current incarnation it'ds a little bit too busy. Lost of things going on but not really a coherent 'thing' yet.
What do you say about a paintover? My take on this idea, to show how certain elements would fit together in a better fashion? Just drop me a pm and let me know if you're interested.
Remember tho' you can't use it 'as is' it's only a guide for you to play with.
Oh fooey, Yeah Pestibug said it about right. Saw that right after I posted this.
For your invisibility idea, how about considering not only invisibility, but chameleon aspects? Have the colouring and textures from your base leak up into the lower body.
I've taken just a few focal points to keep the model from cluttering up too much.
Mutating growth, fire element.
I used a number of pestibug's ideas from the paint over and this is what I have so far...
but i would change or drop this kneepad
I think I se what you are going for with the different layers of the body, but they all seem to stop so abruptly. Why dont you bleed the edges a little more:
Is this more like what you are talking about Rick?
When you said "Bleed" I wasn't sure if you ment to use the smudge brush and blend it more, or to actually make the skin more intertwined with the muscle part as well as the growth part. In any event, I tried to do a little of both here. Never the less, I think this is definitely better than before.
1- warped bit
2- fire bit
3- raw muscle bit
4- bandaged bit
and it would work better if they were all elements of one design, rather than 4 different designs one one figure.
maybe it would help to think about it this way.. he has no skin, so he has some bandages on, ok. When did all that warped stuff happen? before he was bandaged or after? if it happened after, would the bandaged all be so neatly tucked in under the warp or would the warp have ripped through them? if they were afterwards, might some be wrapped over the warped bit? What order did all this seperate stuff happen to him, and then you can start thinking about how to unify the design a bit
My question is, do you think this will resolve the unity issue?
The idea of this character now is that he was some kind of ork looking monster or something. He came across this mace that gives him incredible power but it is destroying him, and actually beginning to control him (like nemesis from Spiderman). The mace is actually beginning to change him into something that is similar to the mace itself. So his skin peeling off (to show muscle), the fire parts, and the warped parts have all been gradually happening since he picked up the mace. The bandages were on before he even found the mace.
Maybe I will make it look like some of the bandages that come in contact with the warped part have exploded due to stretching from the warped part.
I think I adressed the issue... please let me know.
So, final suggestions for the concept phase at this time would be much appreciated.
I will scan it and ask for feed back tonight when I get home from school.
So I am going to really need some help as to which route I should go here real soon.
Here is what I came up with this morning. I did the thumbnail first, then in the following order.
Head:
I am still not sure what I wanted to do for the body, but I am leaning towards the version with the guy who walks on severed impailed heads.
I know I have to work out the hands and hips areas more but what do you guys think for now?
The thing on his back is a holster for his spear, but I have to figure out how the wings will connect in the back before I can position it right.
oh and i don't really understand how the head works
keep it up! coming together nicely!
The head was more of a design initially, so I am currently working out in my sketches what it would look like in 3d with actual volume. As it stands his head is more of a hard surface, boney and skull like, with the bottom jaw torn out or completely missing. So he has these teeth like things hanging down below his nose, and a long tounge like thing that hangs all the way down in the center.
I am really just trying to make this guy as evil and deminted as I can. Someone in my school said he really liked the head for that reason, so I am trying to roll with it.
Here is what I have which I based off of the pencil concepts you have seen so far.
I will now use this to make a standard base mesh.
What do you guys think so far?
Did I get the images pretty well nailed down in 3d for use with a base mesh, or have I missed something? I feel like I messed something up from the side view.
I have been looking at this too long now and could use some fresh eyes on it, so please critique.
Oh, and ignore the colors and the fact that he is missing his one eye. He won't be this color scheme, and I didn't bother doing the other eye because it will for the most part be the same as the other side.
Not sure what I can do to make this head better, so any advice would be appreciated.
In the mean time, I am going to get going with the body. I really have to get things moving now if I want to finish this.
Again, please critique if you guys have any suggestions...
But for now I will probably get to work on clothing and the weapon.
As always any critiques are welcome.
Spark
One thing that I've noticed is that the arm muscles seem a little disconnected. Right now they are getting that sausage-link look. If you look at some antaomical ref, you can see how the muscles sort of fit into one another.
Another thing to watch out for : if you pinch too tightly between the muscular forms, they will feel seperated and not like volumes of a single form. I would take the smooth and flatten brushes to some of those areas (shoulder-bicep transition, bicep-forearm). When sculpting organics, subtlety is key
Good luck!
Thanks for the reply on the anatomy issues Spark and foreverrendering. I knew there were some serious problems, but the comments make it all the more clear. I will go back and try to work some of the issues out with the high poly sculpt. Its probably a little too late in the game to start from scratch so like I said, I will try to work with what I have.
I think the "sausage" look is now gone, and I added some further detail trying to be as subtle as possible (hopefully not too subtle).
Any ways, now I will go into making the clothes and weapon as I was going to before; and possibly wrap up the high poly modeling phase soon.
(Note: the wings are not on the highest level here, and of course the head is only a low poly version. Also, yet another thing I need to do is get the second set of arms properly attached to the body. Thanks for the comments guys, keep them coming...)
Currently in the front view the lower arms looked a bit photoshopped.
Micro- the torso area particularly the hips looks awkward to me still too. I will try to work more on that soon. Thanks for pointing that out.
Rick- Unfortunetly you are completely right once again. I didn't even consider the need for another set of traps, chest, and so fourth. I have now been looking around forums for some references of four armed creatures. So far I am looking at the hell gate london monster. If I fix this it might bring him together a lot more, so thanks for pointing that out.
On another note, I recently created a high and low poly weapon (like seen in the concept sketches). It's not terribly exciting but I think when all the texture come together I could make it look pretty slick.
Great comments, guys! Please keep helping me out.
Here's the weapon link: (how the hell do I link it so you can see it here on this forum?)
(What do you know, I figured it out. We have to code a little now huh?)
Thanks again Squirrely for explaining your workflow, this is something I will definitely implement when I can.
Here are the results: