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Humanoid chess set - The Rook

polycounter lvl 11
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Fingus polycounter lvl 11
Ahoy Polycount!

I am a 3D Animation and VFX major at the Academy of Art University in San Francisco. This semester I am taking Organic Modeling 2 which is essentially a portfolio class where I'm free to do anything. My teacher recommended me to pick up a concept by a professional artist, but I think I will be a lot more inspired and motivated if I work on something I have cooked up on my own.

My concept is as follows:

A small kingdom ruled over by a powerful wizard, he is known as the Wizard King. It's a peaceful kingdom, but it is surrounded by nations and countries that are always at war with each other. The kingdom has avoided conflict because they have taken a neutral stance and because the other countries fear the Wizard King's powerful magic.
However lately tensions have been rising, and the war has moved closer to the kingdom's borders. The Wizard King has slowly grown more paranoid and is spiraling into madness.
Using his powerful magic he merges men and beasts and weapons into powerful guardians. Being an avid chess player he shapes them after chess pieces. He merges his guard and their horses into agile and deadly Knights, his advisors are joined with predatory birds for fast flying Bishops, elephants seized from a traveling circus got spliced with his strongest masons and stoneworkers into the monstrous Rooks. Even his beloved wife was sacrificed in his madness and transformed into the tormented yet lethal Queen piece.


I have chosen to do The Rook, but if time allows it I might do another piece before the semester ends. I might be interested in completing the set some time, but at the moment I have some other more interesting personal projects.

I can't find my sketchbook so I can't post my thumbs and initial sketches, but I will upload what I have at hand.

rook_scan2.jpgrook1.jpgrook_scan1.jpg

And here is my final color concept and ortho. I will start working on the model now.

rook_ortho.jpg

Of course, when I say final concept I don't mean I am 100% done with the concept. I'm still trying to resolve the tusks, as well as the face plate. I would love additional suggestions and feedback.

Speaking of tusks, here are a few alternatives.

rook_tusks.jpg

Replies

  • trancerobot
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    trancerobot polycounter lvl 7
    I think your later concepts are a great deal fatter than your earlier ones. IMO, the second sketch is the good one. After that it doubles in size and begins to look overly top-heavy.

    To see what I mean, imagine sketch two sitting down. The belly would bulge and reach the knees. Now, imagine the profile sketches sitting down. The belly would nearly surpass the feet.

    Don't be afraid to make many more sketches, you can never over-design these things. The clearer the proportions are before you start modeling, the easier time you will have translating this awesome character into 3D.
  • Klumpmeister
    woah thats come crazy concept! a creepy rook...havent thought of that one!

    2 looks best.
  • Fingus
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    Fingus polycounter lvl 11
    Whoa, three replies already!

    @Hboybowen
    Thanks. AAU has a reputation for being a rip off, and while it's expensive if you take responsibility and do your research into teachers and classes you can really get your money's worth. My teacher for this class joined the biz while Pixar was working on Toy Story and he's been a character supervisor at ILM for many years. He's kicking our butts.

    @trancerobot
    Yeah I agree, you can never do too much concepting. But I'm already one week behind schedule because I decided to do my own concept so I really should start modeling as soon as possible. But what's nice about 3D is that you can easily do changes while you're working on it.
    Your concern about him being too fat is very legitimate. I wanted to make him look extremely bulky and massive, but I might have gone a bit too over the top. He is supposed to charge straight ahead though, so I figured that making him look top heavy and off balance would lend to that. Thanks for pointing it out. I will keep it in mind when I start modeling.

    @Klumpmeister
    Haha, thanks. I always strive to make my concepts as eccentric and far out as possible. After all there's no fun in designing the ordinary. :D
  • LMP
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    LMP polycounter lvl 13
    Nice concept, don't forget to find some real world reference to help with your sculpting of the fine details. I think photos of obese people and definitely elephants would be good to get.
  • SadamHu
  • UNCCheezy
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    UNCCheezy polycounter lvl 10
    Looks good man. 2 things. Yes, he does look a little fat in the final concept. Also, the one thing that really sticks out to me is that the "rook" side of him is very small. I think if you made the castle on top of his head more prominent, it would be more 'rookish.' Right now it looks more like a fat elephant with a sand castle bucket on his head. (Just my 2 cents)

    Looking to see more!
  • moose
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    moose polycount sponsor
    cool! I think i prefer the tusk design in the first images instead of the rendered concept, feels cooler :) The 2nd image in the post is the strongest, think the design is really solid there, and kind of falls apart in the later images.
  • Fingus
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    Fingus polycounter lvl 11
    @LMP
    Of course, I have a folder full of sumo wrestlers and chubby chaser porn to lead the way. :)

    @SadamHu
    People really seem to favor that. Which is funny because that it's my least favourite one. Haha.

    @UNCCheezy
    Excellent point! I did some quick tweaks with the Liquefy filter and changed the top of the head to match the classic rook piece more. I also removed a few pounds and made his legs a little bigger to even out the proportions.

    rook_revision01.jpg

    Wondering if I should add another ring there was well...

    rook_headring.jpg

    @moose
    Yeah, that's the one I favor as well even though everyone seems to prefer #2. What about the second image is better than the final one though? Proportions, amount of flab, face plate? That one was just a stream of consciousness when I drew it so I feel it's the least resolved of my designs, so it's interesting that you prefer that one.
  • moose
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    moose polycount sponsor
    for me the line drawing is better for a few reasons:

    - The man-tits aren't boobs, they're muscular pecs, more islander and less "american fatty"
    - weight of the posture & proportions feels meaner. the rendered one looks cute
    - the side-fat rolls, while adding weight, make him look cute and cuddly instead of hulking and aggressive.
    - stature of the legs has a more meanacing feel than closer legs (elephant like, as opposed to ogre/demon)
    - less bulbous and flabby arms, again remove the "cute" feel.

    mostly boils down to: the rendered version makes him look too cute, with the changes to proportions, extra flab, and to a certain extent the rounded face mask makes me like the line drawing bettah! :)
  • Fingus
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    Fingus polycounter lvl 11
    Thanks for the feedback. You are spot on about the rendered version looking too cute. I suspect that it might be caused by the soft rendering, but the points you brought up also make a lot of sense. I am heading to class right now so I will bring this up with my teacher and see what he suggests. Thanks for the feedback everyone, you've been really helpful!
  • Fingus
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    Fingus polycounter lvl 11
    All right, I've started modeling him. In order to save time I'll resolve any design and proportion issues while modeling. Our teacher wants us to work at a cinematic budget, but if I have the time I will build a current gen spec lowpoly and bake out some normals.

    Screen%20shot%202010-10-05%20at%201.37.55%20AM.jpgScreen%20shot%202010-10-05%20at%201.38.21%20AM.jpg
  • SadamHu
    I think its because it looks more like elephant tusks? It has a dynamic shape.
  • nofacej
    I think you were on to something with the tusks that pointed out from the Rook's head. They look much more defensive than the alternatives and I think that fits well with the function of a Rook in Chess. I also have to agree with the others saying to make him less flabby. Take a look at Sumo Wrestlers; they're huge, but they don't really have man boobs.
  • Ack Master
    I love that design! ahhahaha hilllllarrioous, good job :) i like the tusks from the mouth simply based on a silly look.
  • lampekap
    moose wrote: »
    for me the line drawing is better for a few reasons:

    - The man-tits aren't boobs, they're muscular pecs, more islander and less "american fatty"
    - weight of the posture & proportions feels meaner. the rendered one looks cute
    - the side-fat rolls, while adding weight, make him look cute and cuddly instead of hulking and aggressive.
    - stature of the legs has a more meanacing feel than closer legs (elephant like, as opposed to ogre/demon)
    - less bulbous and flabby arms, again remove the "cute" feel.

    mostly boils down to: the rendered version makes him look too cute, with the changes to proportions, extra flab, and to a certain extent the rounded face mask makes me like the line drawing bettah! :)

    I Fullly agree with this. as for the tusks, heres another option :
    iB360
    iCGTc

    IMO, if you make the tusks a bit smaller and similair to walrus tusks, it might give the overall look good too.
  • Purplepaint
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    Purplepaint polycounter lvl 8
    Excellent Idea :D
  • Fingus
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    Fingus polycounter lvl 11
    All right, here is an update on the modeling front. I had him slim down a bit and I redid the feet completely.

    Screen%20shot%202010-10-11%20at%2010.46.32%20PM.jpgScreen%20shot%202010-10-11%20at%2010.48.56%20PM.jpg

    Currently chipping away at the hands. WIP:
    Screen%20shot%202010-10-11%20at%2010.47.23%20PM.jpg

    Oh, and a wireframe
    Screen%20shot%202010-10-11%20at%2010.55.08%20PM.jpg
  • Kitteh
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    Kitteh polycounter lvl 18
    Hey, I go to AAU too. You using Maya?
  • Fingus
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    Fingus polycounter lvl 11
    Indeed I am. Been using it for four years now.

    Say, have you taken any of Dabu's classes? Your nick seems familiar...
  • Fingus
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    Fingus polycounter lvl 11
    A bit of a crappy start on the head. I might need to redo certain areas...
    Screen%20shot%202010-10-12%20at%202.14.48%20PM.jpg
  • Fingus
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    Fingus polycounter lvl 11
    I haven't updated in a long time, but I've got plenty of stuff done. The basemesh is nearly finished, so today I'm just going to make some final touches before I UV him and send him to zBrush.

    8mbDt.jpg
    Jd9bb.jpg
    R0q9q.jpg
  • LRoy
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    LRoy polycounter lvl 14
    That's pretty spot on to the concept. Great job.
  • Fingus
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    Fingus polycounter lvl 11
    Ok I consider myself pretty much done with the modeling phase. Now I'm going to UV and then do the sculpting.

    I just noticed forgot to mirror the rings on his tusks, oops.

    Screen+shot+2010-10-25+at+10.06.01+PM.jpg
    Screen+shot+2010-10-25+at+10.06.21+PM.jpg
    Screen+shot+2010-10-25+at+10.06.36+PM.jpg
  • JGcount
  • Fingus
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    Fingus polycounter lvl 11
    Oh there will be nipples. There will be more nipples than you can shake a stick at! I might even piece them in order to continue with the golden rings theme...
  • Fingus
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    Fingus polycounter lvl 11
    All right so I brought him into zBrush and immediately realized that the proportions are really shitty and that the fat folds were pretty unresolved. Luckily zBrush is perfect for these big changes! I have already tweaked the torso and tummy, now I will move on to the head and arms.

    rook_01.jpg
  • Fingus
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    Fingus polycounter lvl 11
    Update time!

    Been tweaking and fiddling with the proportions a lot. I'd say too much in fact, so there hasn't been much to show off. I finally got around to sculpting the dude and adding all the nasty flabs and folds. I just discovered the gravity modifier in the brush settings and made my first custom brush based on ClayBuildup that I've decided to name Flab. Its results should be obvious. :P

    Screen%20shot%202010-11-17%20at%2012.01.35%20AM.jpg
    Screen%20shot%202010-11-17%20at%2012.05.21%20AM.jpg
    Screen%20shot%202010-11-17%20at%2012.02.19%20AM.jpg
    Screen%20shot%202010-11-17%20at%2012.03.36%20AM.jpg
  • killingpeople
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    killingpeople polycounter lvl 18
    I really dig what's going on here, with all the fat, and the rook.
  • Melonman
    Loving the Mammoth style tusks it's looking sick so far mate keep it up.
  • autokey
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    autokey polycounter lvl 11
    Wow...I am loving this! Can't wait to see what else you come up with :D
  • Fingus
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    Fingus polycounter lvl 11
    Remember this guy? Man, I have not been good at updating at all... But in my defense most of the work since then went into changing proportions, fixing some uneven and bugged topology and general research, troubleshooting and tutorials. Most of the detailing was done over one week or so, and I was way too busy to take the time to update then.

    So here ya go. This is the "final" version. Final in that it's what I'm handing in to my teacher. There is still work to be done on the rings and belt ornaments especially. I will try to find the time to finish and pose him, and maybe do some texturing as well, so any feedback is still extremely welcome.

    Some things I know will be adressed: I intend to scale up the tusks, I just forgot. The legs are really short, and that is intentional. The idea is that he just runs straight ahead and rams into people and buildings with his fat heavy body so I figured giving him short stubby legs would make him look unbalanced and clumsy.

    http://vimeo.com/17869214

    By the way, how do you embed Vimeo here?
  • Fingus
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    Fingus polycounter lvl 11
    I did some close up renders in zBrush because the quality of the video wasn't that great, and a lot of fine detail was lost in the MentalRay render because I didn't have the time to fine tune the displacement setting.

    face_closeup.jpg
    belly_closeup.jpg
    back_closeup.jpg
    legs_closeup.jpg
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