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DWIV - 3D - MoP

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  • MoP
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    MoP polycounter lvl 18
    Nah Asmuel, you make a good point. Hunched might work better and make him more of a "character". I will try it out (probably in 3d blockout, I'm wasting too much time re-painting stuff) and see how it goes.

    Vrav: You may be right, I haven't read the rules thoroughly :D
    However there is nothing to suggest he uses magic right now? He has an incense-burner and a big taper for lighting it. No magic there, just fire.
    I will re-read the rules tonight and make sure he fits in at least some faction correctly. Shouldn't be a problem.

    Thanks for the feedback, guys!
  • nutsy
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    nutsy polycounter lvl 18
    Heya MoP :D

    How about a purse and shoes to match the scarf? Or maybe a pretty little belt?
    I mean, you know, if you are going to accesorize and all..... :P

    Looking good man.

    -nutsy
  • ae.
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    ae. polycounter lvl 12
    MoP wrote: »
    Demon priest it is.

    concept_05.jpg


    why does his penis have hands? :poly122:

    other than that great work as always :poly121:
  • LEViATHAN
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    LEViATHAN polycounter lvl 11
    Nice concept, though I can't help but imagining him tipping over to the left because of the heavy arm and armor thing.
  • MoP
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    MoP polycounter lvl 18
    Minor revision. I can see you!

    concept_06.jpg
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Yes! That's just kicked it up to another level.

    Maybe a mouth or intake valve instead of the huge palm eye?
  • MoP
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    MoP polycounter lvl 18
    Mouth could work too, I was considering it. Will probably try out both in 3D, shouldn't take long to switch them up.

    Mouth might even work better with his crotch-hands, he could hold a cake with the little arm and eat it with the big one.
  • Ninjas
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    Ninjas polycounter lvl 18
    I was not totally digging the tiny arms before, but now with the one arm being a massive eye-stalk I like it better. With the gear in his hands, which I like, it makes me feel like he should have more-- maybe some bags to put his incense in-- or maybe some more priestly garb. I imagine this guy like a shaman for abomination characters
  • Gav
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    Gav quad damage
    Very cool, Mop. Loving the new direction you're taking. The mouth might not be a bad idea, at least regarding the eating of hell cake.
  • System
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    System admin
    One thing that always bogs me down with designing things is thinking about how it'd move... that or practicality. Can he bend at the waste with eyes there? and isnt a giant eye on the arm a bit of a glaring weakpoint...

    Not to say it doesnt look awesome, i just cant seem to let myself go D: im sure itd work in my favor if i did heh.

    Maybe more glowy magic stuff would be nice to really ringhome the fact hes a priest? ;o
  • MoP
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    MoP polycounter lvl 18
    Jackwhat, heh, yeah. I will have to think about that if I want to pose him decently. Maybe his torso just can't bend that much, only twist?
    As for magic, technically the demon race (of which he is one!) are not allowed to use magic. Although they do have some sort of "powers" (eg Fire, Ice, Death/Darkness) so I could quite easily shove the latter in as a power. I think ideally he will just be a guy with some stuff. He doesn't have any special powers as such, he's just insane.
  • AimBiZ
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    AimBiZ polycounter lvl 14
    I must say I liked the previous design alot more. It had alot more character imo. If you want to go for the eye arm thing at least give him his head back.
  • rooster
  • JacqueChoi
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    JacqueChoi polycounter
    Awesome concept!

    I kinda agree with leviathan though. Putting the armour on the opposite side of the mega-arm might balance him out a bit better.


    Really diggin the newer direction.
  • MoP
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    MoP polycounter lvl 18
    Thanks for the feedback guys.

    As for the "imbalance" thing, I know a few of you have mentioned it, but I've already tried putting the armour on the other side and to my eye it really didn't look as good. It does balance out the load on the guy, "weight" wise, but I much prefer the flow of the shapes and silhouette with it this way round, regardless of whether it seems "lop-sided" or not.
    After all, he is meant to be an abomination demon, these guys aren't exactly a paragon of uniformity ;)
  • conte
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    conte polycounter lvl 18
    looks great, man.
    i'd make those eyes a bit smaller.
    keep up! cool to see some new stuff from you.
  • rooster
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    rooster mod
    as long as his pose is balanced, unbalanced design seems perfectly fine to me
  • James Edwards
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    James Edwards polycounter lvl 18
    Eyeballs ftw! That shit always creeps me right out.
  • ThatDon
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    ThatDon polycounter lvl 11
    feelin the new direction man, lets see some 3D awesomeness already!
  • indian_boy
    thats insanely creepy
    and personally, i think the 'imbalanced look' adds alot to the character

    cant wait to see progress on this
  • spacemonkey
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    spacemonkey polycounter lvl 18
    the eye version is much better, definitely think about how he will be posed for the final shots though - with his shoulder being under the shell it might limit the range of movement for the big arm.
  • MoP
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    MoP polycounter lvl 18
    Quick first pass of ZBrushing. Not much past first sub-d level. I've blocked out his staff/incense thing in 3dsmax but haven't brought into ZBrush yet.

    zb_wip_03.jpg
  • PolyHertz
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    PolyHertz polycount lvl 666
    Hes going to need some industrial strength eye drops I think :p
  • MoP
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    MoP polycounter lvl 18
    Unf unf. Minor progress.

    zb_wip_04.jpg
  • System
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    System admin
    I think scaling down the arm a TAD - like, maybe a bit smaller than in the first sculpt would do wonders for the balance. As is it looks a little too heavy as its almost like a 2nd torso in size.

    That aside it looks fucking rad! And who needs a bendy chest when its like a fuckoff giant head anyway! \m/
  • moose
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    moose polycount sponsor
    this is a fun design! gogogogogo! dig it!
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    I've been staring at this guy for a while . It's a cool design but there's something irking me about it a little. I think the strong diagonals made by the shells are causing the viewers eye to slide right off your beastie. Your concepts didn't suffer from this as the shells were a little smaller and curled around a little more so the eye was more inclined to be lead around to the squidy arm. I realise you haven't done any real work on the shells yet, but it's something to consider, I think.

    Of course it may just be that I've had no sleep and my brain is all addled.
  • MoP
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    MoP polycounter lvl 18
    Jackwhat: I need to add in his staff / incense burner thing - he holds it in his other hand and I reckon it will help the balance a lot. I don't want to scale down that arm because I want it to look a bit imposing / improbable / exaggerated anyway. It could maybe even use the tentacles to help support its weight while walking around ;)

    Jackablade: Nah, you might be right. They have so much surface area they will eat texture space for breakfast too, so I was leaning towards sizing them down anyway.
    I will try it out tomorrow and see how it goes.
  • IronHawk
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    IronHawk polycounter lvl 10
    nice man those eyes are rad.
  • MoP
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    MoP polycounter lvl 18
    Really not much progress up to this point, unfortunately. I tried going in a different direction, scribbled out some new concepts and messed around in max/zbrush, but I didn't come up with anything that I liked better than this guy really.

    So I've tweaked his proportions again. Basically I thought the legs were far too long. The feet may still change, they're pretty generic right now.
    I'm also messing around with changing the tentacles into more crab-like claw things, I think this could work, will keep going in that direction.

    zb_wip_05.jpg

    Still need to properly design his weapon/item thing too.
  • Marine
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    Marine polycounter lvl 19
    reminds me of something from half-life, almost a vortigaunt with a bullsquid for an arm
  • Xaltar
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    Xaltar polycounter lvl 17
    My, what big eyes you have

    All the better to see you so my crotch can grab you....

    Poor guy never gets past 3rd base :P I like the form a lot. The sillouette is nice and interesting. The new changes are great.
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    marine got there befor i did

    nice design could look amazing animated, all off balance menace
  • NyneDown
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    NyneDown polycounter lvl 11
    Awesome sculpt man ;) Really diggin' all of those eyes. It almost feels like his weight needs to be more evenly distributed since a lot is going on with the left side of his body. The inverse knees look nice on this character...it would actually be cool to see his "thighs" and "calves" beefed up a bit. Things feel a bit frail down there right now. Anyway, I'm sure you'll get it all worked out man....keep it up :)
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    i dis agree^^^^^^^^^ cos a good pose could really show how a creature like this could live with such lopsidedness
  • NyneDown
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    NyneDown polycounter lvl 11
    Yea...that could be said about anything though, honestly. A good pose definitely helps sell things better but still doesnt resolve any type of issues with things feeling a bit unbalanced.

    I'm just spotting things that I think could be pushed further...
  • MoP
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    MoP polycounter lvl 18
    Those little tentacle / claw things around the mouth on his big arm will help him stand up ;)

    Also he still doesn't have his staff for his other arm, again I think this will help the balance a lot.

    Posing this guy will definitely be "interesting"... maybe I should throw a quick rig on, or use Transpose Master or something :P
  • TBone
    i think after hearing what you said about the tentacles being used to help him walk i can imagine him in a pose that could be cool. I'll bet you could make it work for sure :D I would say his legs seem a bit small but maybe that could be balanced if his feet were larger?
  • coldkodiak
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    coldkodiak polycounter lvl 17
    You know, when you get to the weapon, it should be something roundish and off balanced somewhat, to add to the asymmetry of this design. Anything totally unusual would basically work, but I would stay away from pikes, or knives or anything like that.
  • MoP
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    MoP polycounter lvl 18
    So, I wrote a little maxScript to help me deal with the ZBrush output a little faster... and I thought it'd be nice to share it here.

    mopMultiImportmopMultiImport.ms - a script to help you rapidly import and update lots of OBJ files!

    mopMultiImport.jpg
    View full thread and get the download here!


    :)
  • Sa74n
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    Sa74n polycounter lvl 18
  • HellMark
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    HellMark polycounter lvl 18
    Very nice MoP. Thanks.
  • Josh_Singh
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    Josh_Singh polycounter lvl 18
    I have been wanting something like this. So sort of like "MultiAppend in Zbrush?
    Entry is looking tight btw. Need too see that iris and pupil to get a sense of his character.
  • Gav
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    Gav quad damage
    Mop, you're a true gentleman. Not only is your entry awesome but you've provided a tool that will help many with theirs. Thanks!
  • JacqueChoi
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    JacqueChoi polycounter
    Thanks dude!

    :D

    Much appreciated!
  • solar
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    solar polycounter lvl 18
    Really like where you're going with this MoP, can't wait to see the details. Great wee script too, thanks!
  • Renaud Galand
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    Renaud Galand polycounter lvl 19
    awesome script MoP ! The more I see your entry to less I feel uncomfortable with the whole "balance" thing. Looks like it's gonna work pretty well in 3D ! :)
  • Spark
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    Spark polycounter lvl 18
    Love the script:). Thanks for that one, on the character I am liking the big mass and asymetry, something that I don't do enough of. Great sculpt per usual, though I know it's just your start, so I will look forward to the next update!

    Spark
  • MoP
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    MoP polycounter lvl 18
    I have been away for nearly a week without working on this guy. Feeling sorely behind after seeing the state of the competition (rv_el, I'm looking at you dammit!)

    Tried a quick PS edit tonight to get a better feel of how the colours might end up. I want to do some "natural" markings, but not quite as extravagant as a lot of animals (nothing wasp-like or snake-like, I think) - maybe more like crabs and the more subdued frogs/toads. Subtle changes in colour in regular patterns.

    Also gonna go crazy on back-lit spiny hair ... shader fun! :)

    colours_01.jpg
  • r4ptur3
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    r4ptur3 polycounter lvl 10
    look pretty awesome -- love where this is going! I'm looking forward to seeing what kind of markings you come up with. He does feel like he deserves some sort of aquatic markings ... but then again giving him something completely opposite might work as well. Maybe think about a shark's marks -- they are light on the bottom and dark on top so things from either vantage point can not make their forms out. It would be cool to see vibrant colors where he is not usually exposed.
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