Hi. I've been reading some of the threads in PnP and they are filled with good advice and suggestions. Thanks.
I want to take a character from concept to a real-time asset. My trouble/inexperience areas are 2D concept work and texturing. Maybe there are things wrong with my modeling/sculpting skills that I'm not aware of. IDK. That's kinda what this thread is about.
Here is a rough concept I'm starting out with. I want to pick one of the four and I'm looking for suggestions (and/or advice on the sketch itself). I just found a primary form that I liked and then added several secondary forms to suggest style. (Hopefully I'm using this language correctly :P). Some things that haven't come through in these rough sketches is that the character has a disproportionately longer robotic left arm (I want to concept several after I have a clothing style) and that there is some backpack gear on 2 and 3.
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A lot of the look is going to depend on what you imagine his day to day to be. Military guys and Law Enforcement are all about being prepared in the field... what does he need on his person at all times? Does he need to readily show identification? Is his uniform something government issued, or did he piece together sections after being disenfranchised?
The robotic arm idea is really cool, you can do a lot of fine detail work in there to show juxtaposition between things like cloth and metal.
Cool start, can't wait to see more!
More importantly, where do you want to go with this character? Are you going for a more campy/Flash Gordon approach or a more gritty/Battlestar Galactica? And what's with the robo-arm? Why does he have it? Why is it longer than a regular arm? You don't have to have exact answers to all of these questions but keeping them in mind will help to make a stronger character.
Also, I'd want to see about 5x as many concept studies of a much broader variety before you really hone in on a specific idea. Think of it as letting your concepts compete with each other for the best position.
Good luck on this, and I look forward to seeing what you come out with.
The more work you do now with the concept the less trouble you'll have when it comes to the actual model.
@Amadreaus: Good stuff to think about. I like 3, too. I have some ideas of the character's day to day, but nothing very concrete. I'll try to let the concept I select feedback into that.
@wake: More good advice. I added a couple more concepts. I've been imagining various answers to those questions as I've been creating. As for the general appearance (flash gordon to battlestar galactica), I am leaning a little more towards BSG. But I definitely want to go the stylized, rather than realistic route. Maybe something inbetween Bionic Commando: Rearmed and Shadow Complex.
@achillesian: Thanks. I'll keep that in mind when I start to do more detailed skethces. I might try to do something similar for painting, like filtering a reference to see more discrete blotches of color.
I'm liking 3, 5, 8. Maybe I'll do them as a clothing set, but I'm thinking of picking either 3 or 5 as a start. Right now I'm going to collect some references and do a little work with the robot arm concept.
I attached some concepts of the robot arm with #5. I looked at a few references from concept robot. It looked like the 'signal-to-noise ratio' (s2nr) was the defining feature, so I varied it in my concepts. I didn't go too much into detail, though.
Unfortunately, I kinda like them all (for form and s2nr) and so I didn't really figure too much out :P. I like 1, 2, 3 a little more than 4, though.
I want to go a kinda Captain Hook route with the arm, so either some alien beast ate it or a robot ripped it off and ran away with it or something like that. I want to also give the character a bit of a Mega Man feel, so that the hand can be replaced with different power weapons.
The character is kinda evolving from space marshall to a more general authority figure/combatant/rebel in space. Kinda standard stuff. The hand is detachable and can be replaced with a "weapon hand" of some kind, which is powered by the cartridge cell/tube that's attached to the forearm. I went with the civil war attire for aesthetics, but it then implies a military background for the character also.
I made a couple of changes before painting. I kinda merged robot arms 2 and 3 and tweaked it a little. I also took StolenPants' advice and adjusted the proportions some.
This is my first painting, so any CnC or references to good books about painting is welcome. edit: I just started to look through the polycount wiki and found a lot of good learning material to keep me busy.
Thats applies mostly if you are wanting to make a realistic character but right now the proportions are in the uncanny valley between attempted realism and stylization. needs more refinement in either direction, especially before you start sculpting.
I'm not feeling the Marshall/Admiral thing at all. I scratched it and am going for the Marshall/Willis-DieHard/Bowie-Labyrinth thing. I think he looks better. Fixed eyes and torso.
Just some basic sculpting on the hand and face and added the misc pieces.
I want to re-concept the mecharm-to-shoulder piece. A lot of the mecharm is going to be reworked, as I move through and solve all the different pieces.
the lower arms are too long and the arms in general to thin