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Old 20-03-2011, 07:19 PM   #1
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Dominance War V - 3D - God of Beetles - Pockets

Hey everyone, here's my entry.
I hope I can make you all and threedy proud.


Here's my latest shot:

Last edited by Pockets; 19-05-2011 at 07:03 PM..
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Old 24-03-2011, 08:49 PM   #2
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I was playing with the idea of him being more of a samurai warrior. I started a 3d sculpt, and obviously still needs tons of work, but any comments or critiques are more than welcome, I made his middle set of arms more insect like, and those parts will be made out of some sorta chitin. Don't really have all that much to show..sorry


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Old 27-03-2011, 07:55 PM   #3
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Here's another update, worked more on the anatomy, changed the beetle arms a bit. I also started working on the beetle. I haven't started on any of the equipment, but I will after I work on the feet and face of the god.





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Old 04-04-2011, 12:31 PM   #4
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Okay so here's my update from continued work, I decided to cut the beetle itself in order to try and focus on the god himself and make him more epic. Worked on the god a lot more, added clothes and also worked on a weapon for him, thanks for viewing






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Old 04-04-2011, 05:55 PM   #5
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Nice work all along man, it's taking shape and getting interesting, continue like this.
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Old 05-04-2011, 02:46 AM   #6
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I like where your going with this. Are you keeping in the human elements or are you going to go all out bug with him?
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Old 05-04-2011, 08:40 AM   #7
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Thanks guys! I was planning on keeping him mostly human, bugging out just the lower arms, the horn, and his hair, and then texturing a gradual change between bug and human parts so it looks more like its all a part of him as opposed to like metal armor or something. I considered making him mostly or all bug, but I felt like people always tend to view a god as humanlike with possibly some animal characteristics (egyptian gods often had an animal head, ganesh has an elephant head, but always have human bodies and so on).
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Old 09-04-2011, 08:30 PM   #8
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Here's an update. I worked a good amount on the face n head, added a bunch of tertiary details, added more veiny thingys around the body to try an bring it together more. changed some parts of the clothing. I really need to work on the hair itself and figure out something for the feet, cuz man ive been ignoring those and thats bad mmk. herr it is:



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Old 09-04-2011, 09:56 PM   #9
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I really like the design of this guy! On the sculpt, it seems like you might have gotten onto the tertiary detail a little too early. You may want to work on the secondary a bit more, particularly in the face. The forms could use a bit more definition, they seem a bit lumpy. The pinch tool will work wonders

Looks great though, and I'm really impressed with the mandible scythe!
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Old 10-04-2011, 07:13 AM   #10
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Thanks for the input, I'll try an fix that up. I agree I did jump into tertiary a little too quickly, but I started then got carried away...
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Old 10-04-2011, 12:47 PM   #11
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did something with the feet finally. my reference for the shoes is a pic of these sweet bear fur shoes i found


I also worked a tiny bit more on the face, nothing too much though, still trying to catch everything else up to the same level. detailed the rope cap pieces as well.
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Old 10-04-2011, 04:21 PM   #12
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Good work here, like that. Keep on this way!
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Old 10-04-2011, 06:28 PM   #13
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The shoes look nice. They don't quite get the fur look across (not exactly an easy thing to do in zBrush) but I think they have a look on their own that is working nicely.
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Old 10-04-2011, 07:40 PM   #14
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thanks washka! thanks puckducker, and i agree with you about the shoes, i planned on leaving that pretty much as is as a base and then laying alpha planes on top of it for the fur.
anyway heres a quick update showing the work ive done on the 'hair'
im a little stuck on what i should do for the hair tie, i dont really have a definite idea of what i want to do for it...as usual comments and critique are more than welcome!
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Old 10-04-2011, 09:26 PM   #15
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Looks pretty good. My only complaint is that the abs look a bit like abs just for the sake of having super developed abs on the model. Most of the lower torso is "beetled" but the abs are almost entirely human, so it feels a little out of place. I'd like to see you explore a more beetled approach to them, I really like how you're working in the beetle shell type stuff otherwise.
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