Hello! This is my first attempt at creating a character in mudbox (up until now I've done all of my models in Maya). I don't have any specific concept I'm working from, the reason I decided to try out mudbox was because I was having so much trouble coming up with an interesting rock giant concept by drawing. So any general…
Hehe thanks all! :D Concepting is my comfort zone, so the real fun begins when I start modelling..! I'm going to take a bit more time to really refine my concept so I know where I'm going with every little detail, and then modelling begins. Will update with any concepting and such as I go.
I love your concepts, they look great (especially the second skywrath staff. woof.) Out of curiosity how long does it take you to come up with a concept? Is the second batch of concepts the first generation of an idea or do you go and make a bunch of forms and settle on the one you like best to polish? Keep up the great…
Hey NoRank, Thanks for your comment. I concepted while i modeled, because we have no concept artist in our team, and im not a 2d concepter. But i used a ref. board with about 20 different crate pictures and i took the best out of them to create my own box in my own unique style. Thanks!
The concepts stylised approach to the ram horns work well with the rest of the linework of the concept. By bring in the influence of the real world reference it may damage that. But the choice is yours. One crit I have for you, the horns could be wider like the concept. Try getting the base shape of the head then giving it…
Depends where you work I guess I'd imagine smaller teams get more freedom with their work since they might get to have more say in the overall design and art direction... I reckon for a big studio churning out a movie tie-in though, it'll just be "get a concept, model the concept exactly, move on to next concept".
That's a killer concept! Things I think could be improved on the model: Pointier features. His chin looks too short and blocky, could use some pointier - sharper features like the concept. Hands look a little stubby, his thumb especially looks fat at its base. Could probably lengthen all of the fingers for the creepy look…
Comparing your waterfall to the concept, yours looks a lot more like water spray, whilst the concept has clear planes of water that is quite sharp. You could try using meshes so can control the water a little more and using a more... spiky/ rain like texture. It almost looks like icicles in some places on the concept.
Looking good. Faithful to the concept art, I like the smaller than normal head and the beefier than normal body, I'm not so sure about the upper arm anatomy so I would be tempted to depart from the concept there, but it depends on how the model looks on its own apart from the concept, it might hold up ok?
Yeah I don't have a problem at all with real world functional designs in any way, if this was a production house it would have hopefully been kicked back in the concept stage instead he grabbed a concept he liked and modeled it to the concept very well. This is polycount. :) But yes I agree, sucks having to fix other…