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JEQ
12-20-08, 07:16 PM
Soft Assassin Preliminary sketches2.jpg

Soft Assassin

Submitted by Jason Quinlan

Backstory:

A failed chapter in genetic engineering, hybrid spore X-79 was developed as a food source that could thrive in harsh climates and in low-gravity outer space greenhouses. It demonstrated great adaptibility under a wide range of conditions, but was eventually revealed to generate highly toxic byproducts in the course of it's growth cycle. When the project was canceled, lead researcher Linda Hayes smuggled a sample of the spores out of the lab and resolved to continue it's development on her own.

The sample X-79 developed a rudimentary intellect and mobility and escaped containment. The home lab was contaminated with the spores and the toxicity killed the woman when she came into contact with them. The spores then colonized her body, modeling their continued physiological development on her anatomical structure. Somehow portions of Hayes' memories and emotional makeup were assimilated by the developing spore creature.

A week after Hayes stopped showing up at the research facility, a coworker discovered her poisoned remains in her apartment. There was no sign of any contamination in the building. The following week, the manager of the research facility found a cookie tin on his desk. When he opened it, lethal poison sprayed out killing him instantly. The fluid coalesced into a green skinned woman who went on a murderous rampage through the administrative wing, killing executives and security forces with poison barbs launched from her body. The woman critically injured several armored swat team members in hand to hand combat before diving out of a third story window and running off into the nearby woods where she successfully evaded pursuit.

Since then the creature has done contract work for various criminal organizations who have dubbed her the "Soft Assassin." She has also occassionally assisted superheroes and law enforcements agencies in times of crisis. Her motives remain a mystery.

Abilities/Characteristics:

--Decentralized nervous system. Although Soft resembles a human female, her body is composed of interconnected spores. She has no internal organs and can easily survive wounds (eg. taking a bullet to the head or heart area) that would be fatal in an actual human. Although she has a face and eyes, the creature can actually see from any clear suface of her body, so in reality she has no front or back. She typically moves as an athletic woman, but could just as easily walk on her hands, all fours, or some variation thereof for as long as desired.

--Density control. Soft's normal consistency approximates human flesh. She can increase the hardness of her surface area to thick leather with little effort. With concentration she harden small areas, like her fists, to the consistency of rock. Conversely, she can reduce cohesion until her mass flows on the ground like syrup.

--Superhuman strength and reflexes. Soft's reaction time is much greater than that of even a trained human being. She is able to dodge automatic weapon's fire and perform extreme feats of agility (walking across a tightrope on two fingers). She is able to lift a couple hundred pounds with ease, and can press roughly half a ton over her head for a short duration. She has an acrobatic fighting style that is difficult to anticipate based on the essentially inhuman ways she can move her form.

--Stamina. Soft can perform strong exertion for about 12 hours before beginning to fatigue. She doesn't require sleep or air, although she replicates breathing in order to simulate human speech. She heals quickly, recovering almost instantly from knife wounds and small arms fire. Blunt force doesn't generally cause her much damage although she can be stunned if the spores are dispersed strongly enough.

--Toxins. Soft can generate poisonous spikes from almost any part of her physique and fire them with great force. She can also generate corrosive toxins on any surface to burn through restraints or augment hand-to-hand strikes against armored opponents.Altough she generally will fire a volley of spikes at a single target or small group at one time, she is capable of firing a burst of toxic needles in a 360 degree radius around herself all at once. Soft wears a vinyl uniform with permeable sections that help her control the discharge of the spikes and make the attacks more accurate.

SolidSnakexxx
12-21-08, 12:59 AM
Very interesting back story for the Soft Assassin. I think with the story so strong like this makes me believe and scare of her powers and want to know more about why she sometimes work for the criminals and other times for the good side.

C-Mad
12-21-08, 05:00 AM
Very well thought out backstory!

Excellent considerations for her powers, as well as transportation mode, defenses, etc.

It had me thinking in the back of my mind of all the known spore killers I could think of...Lysol was about my best defense against this thing...I hoped a spray bottle would protect me, but it looks like I would need to have it disperse from a fire sprinkler, overhead...lol!

Great character concept. Look forward to the action pose for this one!

~OM

Lucky_1
12-21-08, 09:15 AM
Nice sketch Jason,
keep it up !

Harmonic
12-21-08, 11:00 AM
Hey JEQ, I really like your concept, a mas of couscous spores making up kind of a collective entity, that's brilliant. In my mind I picture your final image as her going in for the kill, with as her body shifts for a mass of spores to a deadly human form. Has a lot of dramatic potential.

JUPITER
12-21-08, 06:21 PM
good sketches,nice back story :D

JEQ
12-21-08, 06:50 PM
Thanks for the comments guys!

Here's my ZSphere base mesh. I'm not that savvy about using zspheres, had maybe 4 failed attempts before this version. One thing that was a hassle was the groin area where the legs connect with the pelves. In this version I just didn't connect them, figuring I was going to retopologize everything anyway. The process was irritating because after a while the adaptive skin started dropping out my changes; have no idea what I was doing wrong if anything. Finally I threw in the towel and stopped here.

ZSphere base mesh.jpg

maxinkuk
12-21-08, 07:04 PM
You're using far too many spheres, to make a limb you only need to attach a new one to another and then move it away, to add a joint you just click in the middle of the chain of ZSpheres with 'draw' selected and then you can also move that one to bend a knee for example.
Also, hold down the shift key to add a new sphere of the same dimension of the one you're attaching it to.
I'd recommend you spend half an hour reading the manual about them, there isn't much to know to use them in a basic way.
Good concept by the way.

C-Mad
12-21-08, 07:25 PM
Check out CannedMushroom's video on zspheres. He shows a pretty quick and easy way to make a charater mesh with them.

~OM

JEQ
12-21-08, 07:34 PM
Thanks for the replies. I've read the manual and watched the videos for how to create Zspheres. My intention is to skin these and then retopologize the whole thing. If that's the case does it really matter how many spheres I use? I used the amount I did just to establish the basic contours of the figure for visual reference. That craptacular mesh isn't staying regardless.

maxinkuk
12-21-08, 07:49 PM
True, it doesn't matter how many you use but if you keep it simple you have less of a chance of getting into trouble. For what I can see in your mesh you have serious issues both at the hips and on the toes, there the parts of the mesh produced by different spheres are penetrating each other, you won't disentangle those for sure, if you keep it simple you avoid all those problems.
To change the contour of a basic shape you just go through it with the inflate brush and in a minute you're done, it's much simplier than doing it with Zspheres.

JUPITER
12-22-08, 03:38 PM
Or drop it down to res 1 and move the mesh around that works good also.
keep it up man! :cool:

JEQ
12-22-08, 09:41 PM
Hi guys. I retopologized the mesh, hopefully I didn't make and major mistakes. The biggest hassle was the hands. I ended up making new ones, and retopping them to connect them with the initial mesh.

ZSphere base mesh2.jpg

JUPITER
12-22-08, 10:27 PM
That was fast,did you take a snap shot of the topo in progress?
just wanted to see for ref.. ;)

SolidSnakexxx
12-22-08, 11:46 PM
Looking great so far for the base mesh starting from the ZSphere construct. My humble advice is that if you are going through the process of retopologizing, why don't you make the areas like the breast shape more naturally. Or perhaps add geo in certain areas that might need more polygons like the eyes and stuff? Other than that you have a great start! :tu:

Slosh
12-23-08, 03:56 AM
Are you looking for votes on which of your 3 sketches looks best? Because I think #1 best looks like the villain I pictured when reading your background story. Cool idea on her abilities and all. Nice job on the retop mesh.

JEQ
12-23-08, 06:03 AM
Thanks for the replies guys!

JUPITER--I didn't take a screenie of the retopping. Sorry man.

SolidSnakexxx--Thanks! I know the base mesh is rough and I could've done a lot better adding detail for the eyes and stuff. Usually when I sculpt, I just take a high rez poly sphere or something and make what I want--then I go back and make a proper topology. For the purposes of this contest I'm working in the reverse of how I'm used to and I'm not really that skilled at predicting where the geometry should flow in advance.

Slosh--The sketches were kinda just getting some ideas down on paper. I'll probably incorporate ideas from all 3 in the final version as well as coming up with more concepts. Also, wasn't thinking in terms of the possible 3d printing when I drew those, so I'll be taking that into consideration as well.

aurick
01-02-09, 09:13 AM
Please note that the rules require that your entry be updated at least once per week. If no updates have been made on this entry within the next 48 hours I'm going to have to disqualify it.

JEQ
01-03-09, 06:16 AM
Sorry! Was preoccupied with holiday festivities, will update today.

JEQ
01-03-09, 12:32 PM
Hi all,

Here's my progress so far roughing out the basic anatomy.Rough sculpt.jpg

JEQ
01-09-09, 08:49 PM
Hi guys. I went back and changed the base mesh again to get better edgeloops for the head. Also tried to improve the proportions and lay the foundation for more anatomical detail.Rough sculpt2.jpg Rough sculpt3.jpg Soft_Face detail1.jpg

swankymonkey
01-13-09, 03:49 PM
I like the body type you've chosen.

Quite honestly, I find the unrefined head from the second to last update very intriguing.

The antennae in your concept sketches remind me a bit of those blue aliens from the original Star Trek series. I think its a cool look.

JEQ
01-15-09, 12:32 PM
Thx for the reply Swankymonkey!

I'm still plugging away at this, spent a lot of time refining the form and dealing with weird glitches but I think I'm almost ready to start working on the costume.

Here are some progress pics--working on her hair which will have some spikey tendrils coming out the back. The feet and hands are still just blocked in, not sure whether I'm going to model what I have or use subtools.

face and hair1.jpg face and hair2.jpg body update1.jpg

Comments and crits appreciated.

Gohanf22
01-15-09, 12:34 PM
very good model mate. i like it. voluptuous and sensual. the only thing that i saw that is kind of odd is the V above the buttox. im not sure why its there, maybe just an accident that you had but im pretty sure theres no v's on the butt. anyway, other than that i think its very well done. kudos. :D :tu:

SOLcreator
01-15-09, 12:47 PM
Nice work on the face and hair :tu:

- SOL

JEQ
01-17-09, 10:01 PM
Thanks for the replies guys!

Here are a couple more updates on the head.face and hair3.jpg face and hair4.jpg

luis2008
01-17-09, 10:23 PM
nice. i like her back. very nice model

AVTPro
01-18-09, 12:47 AM
Her hair looks great. Unique to see.

JEQ
01-22-09, 08:32 PM
Hey guys,

Sorry about the sluggish pace of my updates. Here is some rough layout of the torso area of the costume. I redid this several times but I think I like the way this version is developing.body update2.jpg

Gohanf22
01-22-09, 08:33 PM
nice torso outfit and im digging the hair pins in her hair. very nice. :D

SolidSnakexxx
01-22-09, 08:39 PM
Really great update, JEQ. I like her face and the hair style..very cool looking. This character's going to rock. :tu:

Shapeworldwide
01-22-09, 09:24 PM
Using polygroups can help you breakdown the model for easy selection of parts for high res details.

Moni-Poroni
01-22-09, 09:27 PM
Hi JEQ.. The hairstyle is absolutely cool. Great work! :)
best wishes

JEQ
01-26-09, 08:00 PM
Thank you for the kind words guys!

I started working on the right arm and decided that I would go with an asymmetrical design for the limbs. The right arm and left leg with (hopefully) match stylistically and the left arm/right leg will be another pairing. With the right arm I incorporated harder, armor-like elements. This construction is more for hard striking, deflecting blows, and firing spikes at high velocity through the apertures on the surface. The other arm will be more organic and more oriented towards emitting toxins and corrosive secretions.

Soft_right arm progress.jpg Soft_right arm progress2.jpg

Harmonic
01-27-09, 06:42 AM
Nice work, I like the asymmetry, it seems to kind of hint at her morphing power. :tu:

spimmy
01-27-09, 06:47 AM
Really nice, I like the details you're adding! Good work! :tu:

SolidSnakexxx
01-27-09, 06:48 AM
Very nice update.. JEQ..and agree with asymmetrical approach..very cool :tu: :tu:

JEQ
01-29-09, 09:02 PM
Hi everyone,

I did a bit more detail on the shoulder and started working on the opposite leg.body update3.jpg body update4.jpg body update5.jpg

JEQ
02-06-09, 10:30 PM
Gah I'm running out of time on this one, hopefully I can get a lot done this weekend.

Here is an update on the other arm, the groin/butt area of the costume and the foot on the armored leg.body update6.jpg body update7.jpg body update8.jpg body update9.jpg

JEQ
02-10-09, 06:12 PM
Hiya,

Small update. I'm going to call it quits on the sculpting of the body and focus my remaining time on posing, coloring, and hopefully coming up with some kind of base.body update10.jpg

SolidSnakexxx
02-10-09, 06:43 PM
Looking real good there. The area I think might need some work would be the left arm...don't know whether it's the angle of view...but the joint area's looking a bit odd. Other than that ...very good work :)

JEQ
02-11-09, 05:08 AM
Thanks for the crit SolidSnakexxx!

I see what you mean about the arm. I'll probably go ahead and pose the model and then refine that area when the arm is bent/positioned.

JEQ
02-13-09, 10:02 AM
The coloring phase of this has been really rough, I've never surfaced something in Zbrush before.

The main problem is that my model is pushing the limit of what my system can handle in terms of polygon count, so I'm getting a lot of jagged transitions between surfaces (also some surface info doesn't seem to be saved when I save the object, so when I quit out and come back later, I have to reapply saved surfaces).

I can understand that as a limit of polypainting with my system, but the overall render quality has also become really jagged, even with best render. I don't get what's going on with that. Any advice is appreciated!

Here's the current color progress:Soft color1.jpg

SolidSnakexxx
02-13-09, 11:35 AM
Looking good so far...

For polypainting you may want to use low RGB Intensity and sometime utilize different brush stroke like color spray to create varying tone of colors...and more subtle feel.

BTW, don't forget the time and miss the deadline

JEQ
02-13-09, 09:45 PM
Well I'm pretty much out of time and was unable to meet all the requirements of the challenge. Thanks Pixologic for holding this contest and thanks to everyone that followed my entry. Even though I didn't finish I learned a lot.

Here is my last update:body update 11.jpg