Hello.
Here are some WIP shots of my character called spectre, that I'm making as a flagship model for my portfolio before major job hunting push.
Character is an evolution of a concept I made about a year ago, although I will be going for more ripped cloak, that exposes quite a lot of detail underneath. Just for the curiosity sake I'm including the concept.
The idea of the character's setting is a post apocaliptic steampunk - Think shadowrun + fallout + necromunda.
Spectres are masters of stealth and high damage - He can be either a sniper in which case he is equipped with a kinetic shield covering his back and high powered sniper rifle called "Far Sight", or a knife that can be heated up by using steam and some spiritual power to be able to cut through hardest of armours.
Common ability of spectres is being able to conjure a form of a steam cocoon which bends a certain spectrum of light around it, rendering him invisible. The drawback of this ability is that if no light gets inside he is practically blind to the visible spectrum, that's why they wear specialised visors that allow them to see in ultraviolet. Then can see but not as good as normally, and they are able to see without great detail.
Here are some shots of progress so far.
Idea for him is to look stealthy, gritty, and dangerous. I based his face on Magua (Actor who played in "Last Mohican" and other movies) and I want him to be a futuristic steam-punk Native American, with a lot of feathers, Mohawk hairstyle, some modernised dream-catcher like symbols etc.
I'm planning to model all hard surface details using subdivision, organic, wear and tear and very fine details like stitching on leather in zbrush. Poly paint high poly in zbrush, create realtime mesh, uvw map it, project all textures from high to low poly and export it to some engine like marmoset or ut3. Or just use some nice realtime shader for max.
You might ask why I post... well between full time job that has nothing to do with 3D and this I have not much time to rest and I'm getting burned out so I need some outside motivation, and maybe get some few fresh ideas/fix some mistakes and errors I cannot see.
Thank you in advance for all you comments and critique, I'll keep you posted.
Replies
Thanks in advance for any comments and critique.
Regards.
T.
As a scout I prefered the more slender proportions that you had going on in the concept, but overall its going to be a sweet model.
Good stuff!
Thanks.
Ill work on that biceps, it really throws it off now that you mentioned it.
I tried to go with original proportions, but it just didn't work on 3D model that is focused on realism. I'll try to compensate that when i start working on colour scheme and cloak.
Well I'm going for fallout like universe but hmm... with apocalypse happening like 100 years before fallouts, and with some magic and alchemy thrown in for a good measure
Pretty happy it has that feel about it before I added fallout like wear and tear to it. Thanks.