Alright.....so a few notes about my idea.
- Norm Warlord or Stalker(gasp!)....not entirely sure yet
- While he will appear to be humanoid, he (or she) is more like a squid
- 10 or 12 tentacles that weave into other appendages and shapes
- Legs are actually a segmented pair of mandibles
- Weapon is a seemingly endless chain with a nasty blade at the end
- Inside the weapon sheath is an inter-dimensional pocket (for the chain)
Here's some quick thumbnails....mostly focusing on the mandibles
Wow, low odor....that was some time ago. Glad to know it left an impression!
I tried the alchemy silhouette technique today to find some additional composition ideas and such. Took some time to get the hang of, but ended up with some stuff I think I can use.
Well, this is the direction I wanted to go with my entry....Currently, I think he's too much "monster" and not enough "General". So that's where I'll be focusing next. The "head" is also a bit rough at the moment.
So....do you think my Cthulhu and/or D&D may be showing too much?
whats up, thing ill be seeing in my nightmares? That's one solid crotchgoblin design. Some unf in his upper shoulder bulk as well as reworking the face into something meaner and more war-ready could really push the General concept.
A lot of general refinement. Also played around with tentacle/arm shapes (as well as methods for creating them), developed a better attachment strategy, and worked on the mouth/crotch. Mesh is currently sitting just under 7,000 tris, so I still have a lot of room to experiment with. After creating the weapon (super-long-chain-like thingy), I am planning to add density to the head/fin area and the legs/mandibles .and thinking of adding a tongue.
Crits:
It might be easier to construct (less eye candy-esk) with the tentacles straight and then rig them up and pose them along a few frames. That way they're easy to work on and you can get to a pose quickly. Depending on what app you're using there a few ways to have an ever changing mesh follow a rig, as well as a few ways to rig up a tentacle.
Thanks for your input, Vig!
I actually do have the "real" tentacles (currently lofts) modelled straight. I just have this thing about posting images in bind pose. A more dynamic render usually attracts more attention and critiques...so i try to jazz them up a bit for the renders. My spline shapes are positioned precisely at the openings, and then I have a few various spline paths available to create the loft. Eventually, I'd like to splikeIK them (shudder).
A few people here at VV actually said the same thing "how you gonna rig that!?" and "Are those UVd yet!?".
Replies
- Norm Warlord or Stalker(gasp!)....not entirely sure yet
- While he will appear to be humanoid, he (or she) is more like a squid
- 10 or 12 tentacles that weave into other appendages and shapes
- Legs are actually a segmented pair of mandibles
- Weapon is a seemingly endless chain with a nasty blade at the end
- Inside the weapon sheath is an inter-dimensional pocket (for the chain)
Here's some quick thumbnails....mostly focusing on the mandibles
I tried the alchemy silhouette technique today to find some additional composition ideas and such. Took some time to get the hang of, but ended up with some stuff I think I can use.
I like 1 and 2.
So....do you think my Cthulhu and/or D&D may be showing too much?
that was the theme for the mini comp but you don't have to stick with that for the full competition.
love the crotch area, looks like a mouth with teeth.
Those legs are beautimous.
....and with the tentacles added. Hoping this better illustrates the idea I am having.
A lot of general refinement. Also played around with tentacle/arm shapes (as well as methods for creating them), developed a better attachment strategy, and worked on the mouth/crotch. Mesh is currently sitting just under 7,000 tris, so I still have a lot of room to experiment with. After creating the weapon (super-long-chain-like thingy), I am planning to add density to the head/fin area and the legs/mandibles .and thinking of adding a tongue.
Crits:
It might be easier to construct (less eye candy-esk) with the tentacles straight and then rig them up and pose them along a few frames. That way they're easy to work on and you can get to a pose quickly. Depending on what app you're using there a few ways to have an ever changing mesh follow a rig, as well as a few ways to rig up a tentacle.
I actually do have the "real" tentacles (currently lofts) modelled straight. I just have this thing about posting images in bind pose. A more dynamic render usually attracts more attention and critiques...so i try to jazz them up a bit for the renders. My spline shapes are positioned precisely at the openings, and then I have a few various spline paths available to create the loft. Eventually, I'd like to splikeIK them (shudder).
A few people here at VV actually said the same thing "how you gonna rig that!?" and "Are those UVd yet!?".