Hi guys,
I'm working on a character which I am hoping to develop and get into game eventually.
My character named "Abomination" has so far been influenced by characters like the Jailer from Darksiders, the Dead Space Necromorphs and the charger from left for dead.
The aim is to get him looking hulking, grotesque by the end. Here is my concept so far, any feedback/ideas would be appreciated.
Replies
but great silhouette work
So here it is....
Abomination is the disfigured shell of what was a barbaric warrior on the quest for hidden treasures....treasures that are cursed. Due to his greed and the curse, it binds him to the treasures and the tomb which contains it. With each day the curse twists his mind and his body turning him into....The ABOMINATION! dun dun dunnnnn.
With that in mind now i moved on to the colouring. My final concept ended up being a mixture of concept 1 & 3, the face and blisters of concept 1 and the armour of concept 3.
Im finding it hard to settle on one, so ill come back with fresh eyes and hopefully that helps!
Coming back and looking at them numbered im really digging 3, 4 and 7. I suppose i dont really have to choose until i get to the texturing stage though..
the side of its feet seem flat but thats just me
your doing a good job keep it up
looking good so far though
It means retopo-ing at a later stage, (which i haven't done before) but getting the mass and detail in the shoulder was going to be so much easier to sculpt in zbrush rather than modelling it.
After about 2 hours of pulling and pushing with the move tool i finally got close to my base shape and can move onto more details. The left hand is way too flat, right arm lacks shape and the feet look like paddles but here's what i got:
As for sculpt - remember to pay close attention to anatomy even tho the guy is monstrous. He can turn out blobby/not really realistic if you jump into detail too early. Work on the forms, check reference a lot and it's gonna be good.
Keep up the good work
Thanks a lot for all the critiques/feedback on this project! It really helps to pick up on the things you dont see after staring at it for hours on end.
I've added a few features in while still in dynamesh mode, the skin growing over the skulls on his shoulder and added some broken spine pieces coming out of his back to make it look a little more exciting. I also shortened the infected arm and defined his right arm a little more.
By doing this i hopefully have ruined his chances of starring in njc6425's new sitcom lol . Thanks again for the feedback!
Now i am working on getting the textures working on my character in game and the rig. Pushing it really close to the assignment deadline but fingers crossed!!
Texture-wise, I think you need more variation. Picking out the tumour with either a lighter or darker colour that blends back into the rest of the body as you had on some of your colour tests would likely work well. I think you also need to pick the face out some how as it's a little lost alongside the high contrast of the skulls and pustules.
It's once again been a while since i have posted anything on the project. The assignment was due on Wednesday so i had been working crazily to get it to a submit-table level.
This is where i got with Abomination, which ironically almost turned out that way :P
Rendered in Marmoset
Things i'm not happy with:
- the face (which turned out low res because i did not optimise my UV space after using 3d coat to unwrap *face palm*)
- i didnt get to add any of the accessories, even though i quite like how he looks without them.
- The texturing overall looks really flat and he looks way to clean for my liking.
There is a chance for resubmission in a weeks time so im hoping to improve on all these things and get it looking sexy. Thanks again to anyone who contributed with feedback or even glanced at this page. This is my first (and hopefully not my last) thread on polycount and im not completely shattered or scared........yet. lol
https://vimeo.com/42919912