This is the first one here. Six of Clubs Started him few days ago, right after I finished my alice model. It's sort of an enemy card, like the one in Alice: Madness Returns. I wanted him to look closer to rectangular forms but the concept is still raw
This was one of sketches that I had for the allegorythmic's "The Beast" contest. For personal reasons I decided to go with a different idea but I still like this one and plan to give it a propper burial. I've been working on it for quite some time since the contest was over, adding tiny bits here and there, and now I'm trying to detail the head.
Really nice work here - the Beast one has some really nice elements to it and the balance of detail is just right. Only thing I would say about the six of clubs model is that the legs look a little off to me, like they don't quite belong to the upper body.
I'm guessing it's because on the upper body you have the amour on the arms split into contrasting sections - a big, blocky shape on the upper arms/shoulders, and then it has a really nice contrasting taper down to the segmented parts on the forearm.
On the legs it's a fairly uniform thickness with no tapering that follows the forearm armour segmentation. I feel it may be improved by splitting that into upper/lower leg and bulking out the plates on the thigh so there's more contrast like you've got on the arms.
Really nice work here - the Beast one has some really nice elements to it and the balance of detail is just right. Only thing I would say about the six of clubs model is that the legs look a little off to me, like they don't quite belong to the upper body.
I'm guessing it's because on the upper body you have the amour on the arms split into contrasting sections - a big, blocky shape on the upper arms/shoulders, and then it has a really nice contrasting taper down to the segmented parts on the forearm.
On the legs it's a fairly uniform thickness with no tapering that follows the forearm armour segmentation. I feel it may be improved by splitting that into upper/lower leg and bulking out the plates on the thigh so there's more contrast like you've got on the arms.
...but that's just my 2 cents!
that's true and a good idea to bring legs closer to hands, however I don't want to split it too much so I just split hips a bit .
It's still in progress and I'm thinking about shapes and details. the main idea is to make two states for this guy.
I want him to have a standby state where he unwraps into playing card. all pieces shound unbend and assemble into rectangular plane with some parts that stand out a bit like rib cage and head. But I'm not sure that I have enough free time for that idea to come to life and animation....
Awesome wood details. It has a heavy, warped melting feeling to it. Did you use the inflate brush?
I didn't use the inflate brush, just clay,flat, dam standart, move and pinch sometimes without any wood details alphas. And all the fine wood details on the final where added to the textures only (including normal map).
Replies
Six of Clubs
Started him few days ago, right after I finished my alice model.
It's sort of an enemy card, like the one in Alice: Madness Returns.
I wanted him to look closer to rectangular forms but the concept is still raw
I've been working on it for quite some time since the contest was over, adding tiny bits here and there, and now I'm trying to detail the head.
I'm guessing it's because on the upper body you have the amour on the arms split into contrasting sections - a big, blocky shape on the upper arms/shoulders, and then it has a really nice contrasting taper down to the segmented parts on the forearm.
On the legs it's a fairly uniform thickness with no tapering that follows the forearm armour segmentation. I feel it may be improved by splitting that into upper/lower leg and bulking out the plates on the thigh so there's more contrast like you've got on the arms.
...but that's just my 2 cents!
It's still in progress and I'm thinking about shapes and details. the main idea is to make two states for this guy.
and a viewer here !!
Go the extra miles and make Ergo itself. Everyone loves the mask and it should prove to be some difficult practice.
3D viewer here: https://www.artstation.com/artwork/XLdwy
And all the fine wood details on the final where added to the textures only (including normal map).
3 days including LP, Bakes and textures.
and you can also rotate it in 3d viewer here: https://www.artstation.com/artwork/BRQBr
High-poly
you can rotate it in viewer here:
https://www.artstation.com/artwork/rgR8m