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DWIV - 3D - caseyjones

polycounter lvl 18
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Emil Mujanovic polycounter lvl 18
I love alchemy!
Here's one of the random scribbles that I liked most of all the ones I did. I'll be refining this idea and will post more rubbish soon.

wip-dwiv-main-caseyjones-001.jpg


Some ideas:
- Big fat Demon (Abomonation)
- Giant mutated arm / possibly main melee weapon
- Secondary demon growing from the guts of the main demon (ala Kuato)
- Plenty of body piecings and mutilations
- Some minor body armour

Any ideas and comments are welcome.

Replies

  • gavku
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    gavku polycounter lvl 18
    good to see you've entered man.
    Seems solid enough atm, nice silhouette to build upon.
    Now get him into photoshop an show him some more love, really pull those shapes out!!!
  • mikezoo
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    mikezoo polycounter lvl 14
    I love the idea of a minor demon growing on the side of him!
    It does seem like that creature would have a hell of a time supporting his weight on the left hand side. Perhaps the minor demon helps in that task, or else it could crush him? Then the main demon would have a dead fetus attached to his side?

    Just a thought!



    "Give the people air!!!"
  • Gav
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    Gav quad damage
    You're the mother fucking CHAMP!!!!111

    Glad to see you in it this year man, looking good so far. Like the idea of a big smashy smashy arm :)
  • Kamui
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    Kamui polycounter lvl 10
    I'd like to see where you go from here. The background for your silhouette is kinda dark though.. would be nice to see it lightened up so we can really read the shapes better.
  • rooster
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    rooster mod
    nice start! I don't know if you'll be changing it, but I really like how the face seems at the moment, kind of insecty
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    gavku: I've made a small start already in photoshop and refining some ideas and proportions, but I figured I better post something soon or I'll never do it.
    mikezoo: I'll definitely work on the weight distribution more on my final concept or when I rig the final model, but it is definitely something I should consider as I develop this dude a little further. Thanks for the input, dude.
    Gav: No, no... You'll always be the champ. I'm but a mere follower to your champion greatness. Haha. Thanks for checking it out and I'll do my best not to disappoint you.
    Kamui: Sorry about the dark background, the next iteration of my concept should be easier to look at.
    rooster: I never really thought about the going down the insect route. I'll definitely consider it though as it might be a good idea. It wasn't anything intentional, its just what happened to pop up in Alchemy.

    I didn't want to reply without any follow up images, but I just don't have anything worth posting yet. I should hopefully have something in a few hours. If not, Goulden can punch me in the nuts.
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Minor update... Just so I don't get punching in the nuts.
    I have a whole bunch of new ideas to really pimp this guy and pull him away from the humanoid shape. That part is really bothering me, as it looks plain and not really all that interesting. But figured I'd post what I had before I tried something new.

    wip-dwiv-main-caseyjones-002.jpg
  • Mezz
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    Mezz polycounter lvl 8
    Looking cool, love the idea! :D

    My thoughts on how you could get him away from humanoid is to REALLY pull the shape and silhouette of the malformed parts totally out of proportion. The big arm on top could be really mutated and crazy big and bend his whole body out of shape, the little arm could be really awkward and tiny, etc etc :)

    Good luck! :D
  • greenj2
    Looking good dude! ;)

    Agree with Mezz about the proportional experimentation.

    Just a half baked idea, but I thought making some cylinders and spheres in max/maya to represent his basic pieces, then scaling and moving them around a until his body mass sits right might be an idea worth trying. Then render it and paint over perhaps.

    Gah, it's late and I need sleep... :P Keep up the momentum, brother! ;)
  • VikingJim
    grotesque body deformations ftw!
  • PeterK
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    PeterK greentooth
    make his gimped leg nasty ?:

    EasternEuropeanSkinCondition11.jpg
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Mezz: Thanks for the input. I actually tried a bunch of the things you mentioned yesterday, but nothing really worked out. But I will give it another go soon.
    Eagle: I actually tend to do a lot of 3D concepting to mess with proportions and stuff like how you mentioned, but this time I thought I'd go the full 2D method just more of an exercise for myself. But I think I may go back to the 3D sketch option as I'm not entirely getting any real success with my 2D shit.
    VikingJim: Only more to come :D
    PeterK: Holy crap that is messed up!

    I had a quick moment during lunch to mess with this a little, so here's just a quick proportion change to bring it more in line with my Alchemy sketch. Definitely not final but I'm liking this a little more. I really like the top heavy feel.

    wip-dwiv-main-caseyjones-003.jpg
  • warriah
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    warriah polycounter lvl 12
    the character is coming along. i think if you beefed him up just a lil, made the head smaller, forearm bigger,legs fatter and smaller, it can give that imposing look.

    hope you don't mind, did a little proportion tweaking in photoshop.

    not sure if that's what your gona go for in the end, but just thought i would point it out.

    www.mladenjovicic.com/domwar4/emil_paintover.jpg <--- Paintover

    looking forward on how your gona develop him more. :) cheers
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Thanks tonnes for that paintover, warriah! I actually really like what you did with it.
    Its always good getting someone else to look at it with a fresh perspective. I've been staring at it for so long that I'm not spotting the little things that could really help push this guy further.
    Much appreciated, mate.
  • Muzzoid
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    Muzzoid polycounter lvl 10
    Hmm, in this sketch he doesnt really feel messed up to me, more like a dude in a mutant suit.

    What will sell it really is the posing, if you have the arm dragging along the ground, with a proper gimpy leg it will make all the difference.

    Keep it up :D!
  • Wojo
    Yo

    I'd totally like to see what you're thinking of doing with the legs

    Also like the suggestion of stuff hanging from his back, something light and airy would be a good contrast, your sketch kinda instinctively caught that...

    Hah, don't even ask when I'm joining in...
  • duncan
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    duncan polycounter lvl 11
    hahahahaaaaa,

    It is about time for an update right Emil??? Seriously I dig your entry big respect but I want to see more more more and I am not about to take NO for an answer.

    now where is the smiley face? :-)

    D.
  • Kozlow
    Hi,
    Fantastic thumbnail. I think your char looks much better without bending right leg, maybe think about it:). The first thumbnail gives an impression of a strong and badass character, really cool looking monster with niece proportions.

    Kozlow
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Muzz: Thanks for the input, dude. I'm not too sure how I feel about the suggestion of making his big arm drag, as that was what I was going to use as his primary attack. But I do see what you mean and it could still be a good idea.

    Wojo: I've been meaning to e-mail you all week last week to see how you've been doing. Expect one shortly.
    I haven't even thought about what would be going on this dude's back as of yet, but you've definitely brought it to my attention.

    duncan: Yes, it is definitely time for another update. I couldn't agree more. Unfortunately I haven't done anything since my last post, I'm finding it hard to find the time these days. But I will have an update very shortly, I promise.

    Kozlow: The right bending leg was just a bi-product of the liquify tool and laziness. It wasn't my intention to actually have a gimp leg :P
    I'm glad you liked the thumbnail, but I still had some more work to do before I'm actually happy with it. Thanks for the comments.

    That aside, nothing new from me... For now.
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