View Full Version : DWIV - 3D - Perversonality - Untitled
15-03-2009, 05:14 PM
Here are my first sketches. Ok, there were a few more than this, but these are the first ones that really felt like they were heading in the right direction! All done on paper then scanned and touched up in PSP before adding a little bit of colour in Artrage
Good luck everyone! Let's kick some arse :D
15-03-2009, 05:31 PM
The last one drips awesomeness (and Gigerness :D) ^__^ is that a custom brush or that's a scanned pic?
Btw, I'm not sure if that machinery is legit for daemons.. maybe it counts as a crossover with the machines race... dunno..
15-03-2009, 05:39 PM
It's a scan of a pencil drawing (on lined paper as it's all I had in the house!). I then change the shadow/midtone/highlight to get the above effect, duplicate the layer and set to to darken and then add a 3 pixel gausian blur to the darken layer. Turns out quite nice, though there are some glitches here and there
15-03-2009, 06:19 PM
the last one for the win :D
15-03-2009, 06:22 PM
Yeah, I'm thinking the last one probably has the most character. Weapons are allowed for abominations in the brief so this should count. If not then I can change the weapon to be even more organic with some sort of bubbling pustules on his back as the ammo instead of the current chemical based affair. As it is, the plan with that one is for the tube at the back to be plugged into the back as the source of the weapon's ammo... I could even have milking tubes coming off the nipples to add to the mix, though that might get me banned from the contest ;) I might also change the bone based arm to a tentacle depending on how I feel about it!
Thanks for the feedback so far! Keep the comments coming!
15-03-2009, 06:31 PM
Yeah, last one's cool. Its like a Warmachine/WarJack meets Giger. I like the coloring technique you used, turned out pretty cool. Best of luck. :)
15-03-2009, 06:36 PM
Thanks mate :)
This is how it might look with a tentacle, though clearly this is a quick paste job rather than proper balancing!
15-03-2009, 06:59 PM
I like this one that you did, a tail would looks cool. :D
15-03-2009, 08:25 PM
that is friggin awsome Perversonality, I'll say go with this skull headed guy with the gun and tentacle :)
16-03-2009, 08:05 AM
Cool, guess we have a winner then :) I'd sort of already decided but it's nice to have my thoughts confirmed. Next step will be a side and rear view and a bit of colour too, though the colours can be decided later on if necessary
16-03-2009, 12:38 PM
There seems to be quite a few concepts with massive arms, shoulders and chests... and I personally love it :D
I think the tentacle and the gun works better then the claw and gun concept. A lot more balanced.
17-03-2009, 09:03 PM
Just built up a quick 3d shape to check that the body was viable as a 3d object, especially as the moobs looked like they could be problematic. Naturally I couldn't leave it there so I modelled the main part of the skull and fleshed the abdomen out a little bit more. This will need total reworking though as it's just a feasibility study right now!
Looks like it should work which is the main thing!
17-03-2009, 09:07 PM
Very nice; I agree that that last sketch was the best. I'm not sure about the saggy triple-*** technique, but...I suppose it's an integral part of the character.
17-03-2009, 09:15 PM
(s)he wouldn't really be an abomination without them :D
17-03-2009, 09:21 PM
very cool concept its pretty out there which is awesome haha, it looks like you should be able to pull it off in 3D as well, good work so far!
17-03-2009, 09:25 PM
nice, but show us more :)
17-03-2009, 09:27 PM
Patience my friend! I'm tied up in football tournaments, touring pubs and work this week but I'm trying to get the base model done as soon as I can :)
17-03-2009, 09:30 PM
don't tell me, I just got home from work...and from a pub which I headed to after I finished working...I know very well, you can not work, drink, ****, and model at the same time...although, two of these actually fit... :cool:
17-03-2009, 09:52 PM
I'm with you on the choice of concept - really, really cool!
Damn! Now I wanna do an abomination!
17-03-2009, 11:28 PM
wow, whacky concept man :D lol. and already looking promising in the 3d. keep it up
18-03-2009, 02:58 PM
yeah, deffinitely a crazy concept. Unique though. Lets see it in 3d.
18-03-2009, 03:39 PM
Ooh, very cool stuff. And I think your right on track with your latest concept, awesome job! I'm not quite sure how the weird tentically hand will end up looking, could maybe make it more structural, but it's still very early to judge that.
18-03-2009, 03:44 PM
The tentacle needs some blending work but I think I need to be careful as adding too much detail to that arm might be a problem for balancing the overall look. I could add a mouth to the "hand" for example, but that would probably be overkill. I'm out for a few beers tonight and knackered from playing footy today but I might be able to do a quick update anyway!
18-03-2009, 08:16 PM
Yeah dude, looks like he transitioned well from 2d to 3d in your mock up. I think L3x said it best..."whacky" . Looking forward to watching this progress for sure.
18-03-2009, 09:06 PM
good work. continue. :)
19-03-2009, 10:17 PM
Managed to find some time tonight to remake the body... This is about 7,400 triangles so far, so well within budget and plenty left to add the extra details including changing the currently mirrored arm to the tentacle version and probably adding some polys into the moobs to make them look a little better
The wireframe shows that the poly distributions is functional rather than good right now, but that's something that can be tweaked when working on the detailed model and redoing the topology
19-03-2009, 10:20 PM
Very clean topology - and the concept has translated extremely well to 3D
Really nice work at this stage! I look forward to the progress
20-03-2009, 12:40 PM
Refined and added some of the details in. Now 7,218 triangles with plenty of areas to fix. Some of the details are a little soft in the render as I have a relax modifier added to the stack to smooth things out a little. Once I'm happy with the placement I'll add an editable poly to the top of the stack to refine the edges that need to be sharper
20-03-2009, 12:55 PM
Hi! Really nice job with the concept, and the way it turned out in 3d its just the same: cool :) I might add, that the legs are short a little. Can't really step forward with ankle moving. But i don't know, i'm just trying to be constructive :D
Anyway.. keep it up, really like the way you are heading.
20-03-2009, 12:59 PM
Constructive comments are always welcome :) Looks like I might have to break the leg out a bit so that there's a more obvious separation line between the leg and the gut
20-03-2009, 01:52 PM
If i ever saw an abomination. That would be him/it/whatever. it looks good, although i can imagine it getting nasty when the textures hit it.:evil:
20-03-2009, 02:44 PM
This has to be the worst error in the world to fix...
Any ideas anyone?
20-03-2009, 03:07 PM
you get it at startup? or when you load something?
20-03-2009, 03:34 PM
On start up. I'm thinking it's a Windows thing as ntdll.dll is the faulting app so I'm doing a "quick" OS repair to see if that sorts it. If not I'll do a total wipe and install as it will probably be easier!
20-03-2009, 04:00 PM
Nice concept, look forward to seeing how this one evolves. Hope you sort that problem out. Personally I find a reformat always does the trick :) I've got those down to an art!
20-03-2009, 04:05 PM
you always get this kind of bull when you got a contest or a deadline, dont ya? suck. hope the repair work man.
20-03-2009, 04:08 PM
PC's hate people :(
20-03-2009, 04:40 PM
Having to do a clean install to fix it, which sucks, but at least I use Windows 2008 so it's pretty quick, and at least all the data files are still intact! Hopefully I'll be up and running shortly
Your model looks great! I'm looking forward to see more.
20-03-2009, 05:10 PM
gl with the reinstall, man.
20-03-2009, 05:16 PM
Rebuild and reinstall done with Max up and running already :) Sometimes Windows can do things well ;)
Thanks for all the support everyone :D
Quick update just as I was checking my FTP and 2d apps... This shows that the head ridge is a little flat in places so it was worth doing
20-03-2009, 07:12 PM
Tweak, tweak, tweak...
20-03-2009, 07:29 PM
I like the general design and concept but I think considering the morphology you may want to look at some of the treatments artists have done for H. P. Lovecraft creatures.
20-03-2009, 07:32 PM
Shape is coming along nicely. I'm just wondering if his feet are going to be hefty enough to carry such weight around. It looks right now that he will only be able to move inches at a time becuase of how stumpy his legs are.
20-03-2009, 08:51 PM
First pass of the other hand...
20-03-2009, 09:01 PM
really cool!!! Looks very creepy and unique. Keep up the good work! Are you gonna give it a Zbrush pass, cause if you are, I'm really looking forward to your progress.
20-03-2009, 09:15 PM
Yep, that's the plan (though I don't use ZB! :p). Forgot to say that this is now standing at 7,752 triangles so still plenty to work with though I need to add the rest of the objects on the back for the weapon
Edit: some more tweaks and the arm has been attached... 8,100ish triangles now as the cylinder at the back is more complex than it appears to allow for alphas to work properly for the glass and liquid
20-03-2009, 10:18 PM
Hmmm, think I might need to do something about the butt, either moving it up, making it smaller or a bit of both. Any thoughts?
20-03-2009, 10:40 PM
looking nice man. i just had *sleep deprived*-vision thingy. your dude is totally some wierd mix between Yellow B@stard (srry mods, its a char name, so i can say it :) ), a zerg Hydrlisk and Swamp Thing :D
now that the randomness is off my chest, how about you toss us some wires?
20-03-2009, 10:40 PM
those are some cute cheeks :)
put a diaper on them :smug:
20-03-2009, 10:41 PM
otherwise, it rocks, I like it so far ;) keep it up
21-03-2009, 08:20 AM
;701040']now that the randomness is off my chest, how about you toss us some wires?
Your wish is my command ;)
As you can see there's still a lot of shuffling to be done on the loop placement
21-03-2009, 08:29 AM
this one must be the best abomination i ve seen so far :) well done bro
21-03-2009, 10:11 AM
Refining the details
21-03-2009, 10:37 AM
The cheeks don't need to move up, just make them a bit smaller. That weapon looks like it's gonna rock.
22-03-2009, 03:25 PM
Getting closer to being "done" on the low poly model... 9064 triangles right now, so it's now a case of adding any additional folds and perhaps some mucus... :D
22-03-2009, 03:45 PM
your creature really stays true to your intial concept, looks wicked.
22-03-2009, 03:46 PM
nice. some mucus/slime wires between that tentacle-arm would be cool. or dripping from his upperjaw :D
22-03-2009, 03:49 PM
Thanks chaps :) I'm thinking a bubble on the end of the gun, perhaps a few placed around the back and shoulder and some dribbles from around the pipes, gun parts and maybe the nostrils :D
22-03-2009, 03:52 PM
Hey Perv- you're looking great!
If I had to pick out something, I'd say that you're using a lot of polygons in the face and toes relative to the rest of the body. I'd scrape off a few from one of those areas and use the extra triangles to refine the top of the head and his right elbow. Just a thought.
22-03-2009, 03:53 PM
Thanks mate, I'll have a look at it. I'll also post a new wireframe in a minute or two as some thing have moved around already from the previous shots
22-03-2009, 03:58 PM
What is it, demon or norm? Anyways half of enemy army will fall from laughting and another will run scared to death. :D
22-03-2009, 04:15 PM
It's a demonic abomination
Here are the wires:
I think I might need to keep the loops in the toes so that they deform well, though they are a little heavy. The face can lose some loops around the eye sockets, but there might not be a need to drop them as I've still got a little over 800 triangles to play with before hitting 10,000 so I should have enough to smooth out some of the sharper edges too
22-03-2009, 04:49 PM
Outstanding modeling and concept. You've really nailed the silhouette.
22-03-2009, 05:30 PM
Very nice modeling!!! Clean line flows indeed. Looks like you've kept him all quads too. Rule of thumb is, if you don't need all 10k then don't waste! If you can optimize more I think it'll work to your advantage. Having extra tris to add more gear or weapons later on could push your character even further. You never know. Keep at it up!!
22-03-2009, 05:39 PM
Looks good mate. I was gonna suggest that you could optimize it in a some places yet, but what's the point of having 10k if you're not gonna use it right? The bone-structure / crest / crown whatever you're calling it could use some more tris to smooth it out some yet. Dripping slime and mucus would be appropriate. Good stuff, keep it up.
Tho redonix76 does make a good point the extra tris, doesn't hurt to have some spares in case you get a brilliant idea later on.
22-03-2009, 06:40 PM
Here's the latest which includes some extra loops on the bone thingummywossname ;) I don't have a good name for it either! :D
Still got around 750 triangles to play with for the bubbles and the like
22-03-2009, 07:57 PM
This is comming long. Just can't wait to see the slime and mucus, ok thats sounds kinda wrong now that i think about it, Great work.
22-03-2009, 08:05 PM
The feet and legs are the only aspects that are bothering me. The character seems trapped by its feet and legs.
Considering that the arms appear bio-mechanical it may be interesting to experiment with some other mobility structures that are not human but still organic and functional.
Great work overall.
22-03-2009, 09:25 PM
Started adding some bubbles and a wart to the back. The two larger ones will be semi-transparent and I might put a maggot in one of them. I'll probably add some bubbles to the tank too
Edit: a bit like this
22-03-2009, 09:49 PM
Nice work. No problem in hitting the tri-limit for you eh? You've got a few area's I could easily see cut back poly wise if you needed the extra....but since you're already under, no need to cut those down!
24-03-2009, 09:51 AM
looking good so far, can't wait to see were this is going.
24-03-2009, 12:23 PM
Nice style dude, I like it!
24-03-2009, 12:29 PM
Thanks again for all the kind comments :)
I think I'm going to have to bite the bullet and start on the high poly version tonight. There are some parts of the model that are a bit plain right now so I may indeed end up reclaiming some of those less vital edge loops too!
The main areas I'm looking at right now are
1. Should the back bubbles be bigger and perhaps 3/4 of the way out instead of flush with the back? Looking like they might be about to burst should add a nice gross factor along with the proposed addition of mucus :D
2. What to do with the tail/lower spine area. Right now the broadness of the shoulders and upper abdomen make the lower spine look a little flat and featureless. I can either add detail, such as a bone ridge for the spine and a mini tail, change the shape a little or add something to do with the gloop gun in there. Either way I have to do something with it
3. The tentacle hand looks a little low poly compared to other parts right now so a partial rebuild might be required to flesh it out a little. Perhaps more folds, but I'm undecided at the moment
4. The expanses of flesh need to look good when textured to avoid blandness. I'm thinking that if I can fit them in then some ribs, scars, notches and some flesh sags might do the job
24-03-2009, 12:41 PM
lol :D DIG IT. i can imagine some really saturated blue water. i like the style man u doing a great job so far.
07-04-2009, 06:43 PM
Been horrifically busy recently so I've only just started unwrapping... I wanted to have a quick play with textures though just to make sure that my unwrapping was going ok. This was the result, though I will have to start again from scratch once the rest of the model is unwrapped. I'm still also planning on sculpting more details too, plus I need to pick the right colours too... Loads to do as always!
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