1. #1
    Senior Member Follow User Gallery
    Join Date
    Aug 2005
    Location
    Poland/Szczecin
    Posts
    1,911

    Default slocik Sketchbook

    Yey got the steam sale id pack with doom, i forgot how great it looks and it inspired me to make my own version of the imp monster. Also been a whiole since i did anyything ;d
    2mln polies, i day of work, maybe i will push teh detail up to 10 mln, or maybe start another doom monster. Thinking even about texturing and actually putting ingame also.
    Hope you guys like it.
    4.jpg
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	5.jpg 
Views:	386 
Size:	147.5 KB 
ID:	262031   Click image for larger version. 

Name:	6.jpg 
Views:	792 
Size:	152.3 KB 
ID:	262032  
    Last edited by slocik; 07-27-11 at 05:10 PM.

  2. #2
    Senior Member Follow User Gallery
    Join Date
    May 2001
    Location
    Phoenix, AZ
    Posts
    1,476

    Default

    Aw man, this is cool looking Slocik. Loving the 'melting' muscle look- Or should I say the 'no skin' look- Your anatomy is amazing. Very neat sculpt!

  3. #3
    Senior Member Follow User Gallery
    Join Date
    Aug 2005
    Location
    Poland/Szczecin
    Posts
    1,911

    Default

    thx, the idea with the muscles was that as he is mutating, his skin is connecting with the bones and becoming so hard its starts to crack and layer itself. And i pretty much ignored the anatomy alltogether, made up it as i went, so i wouldnt call it anywhere near correct ;D
    Anyway detailed him up a bit, will try to interpret the cacodemon next. 9.jpg
    8.jpg

  4. #4
    Senior Member Follow User Gallery
    Join Date
    Jun 2006
    Location
    Baltimore, MD
    Posts
    1,344

    Default

    well this is just fantastic, though I'd look again at those Glutes. Something about them seems off.
    Lead Character Artist
    Firaxis Games
    -artstation

  5. #5
    Senior Member Follow User Gallery
    Join Date
    May 2001
    Location
    Phoenix, AZ
    Posts
    1,476

    Default

    Hi Slocik, that's cool that your not looking to go 100% on your anatomy (creative freedom). I'm digging it-
    However, do revisit the 'glutes' (as Framedworld has pointed out). Taking a 'second look', it seems as if four giant fingers are grabbing hold of his (it's)glutes- Like that famous photo with some dude grabbing hold of Janet Jacksons boobs-
    Other than that, real cool looking!!

  6. #6
    Senior Member Follow User Gallery
    Join Date
    Aug 2005
    Location
    Poland/Szczecin
    Posts
    1,911

    Default

    hah, actually that part gave me some problems, originally i was gonna give it more of a human look, but i decided to drop any correct anatomy on his ass and in the place where his genitalia should be, and make something up ;f Now i think i rushed a bit through the blocking out shapes part, since i made all the forms in like 1h.

    Anyway tried to make some changes to it, damn i spent like 2 h on it, made like 10 difrrent versions before i found a one i liked ;] Its crazy it took me more time to make his ass than to make almost the whole core character before detailing ;D

    heres 2 versions on the right the new ass, on the left a blend between old and new. Dunno which one to take, but no matter which i go with, i will have to detail it up.
    ass.jpg

  7. #7
    Senior Member Follow User Gallery
    Join Date
    Mar 2009
    Location
    Simi Valley, CA
    Posts
    1,568

    Default

    This is just terrific, can't stop looking at it. What a great idea, and great skill.



    5 stars.

  8. #8
    Senior Member Follow User Gallery
    Join Date
    May 2001
    Location
    Phoenix, AZ
    Posts
    1,476

    Default

    Aha, now that seems to work better (don't know, maybe cause were human and we tend to relate to things were use to seeing??). Either way, this gives more of a flow to your character. Way to go. I bet it was a (here it comes) PAIN IN THE ASS!
    Seriously, I am keeping an eye on this post and your work my friend, love it!

  9. #9
    Senior Member Follow User Gallery
    Join Date
    Jun 2006
    Location
    Baltimore, MD
    Posts
    1,344

    Default

    now thats an ass
    Lead Character Artist
    Firaxis Games
    -artstation

  10. #10
    Senior Member Follow User Gallery
    Join Date
    Aug 2005
    Location
    Poland/Szczecin
    Posts
    1,911

    Default

    k, i started texturing, and damn me if i suck at it, i have no idea what im doing, but im doing something ;D
    Anyone any ideas how to give it a menacing look ?
    12.jpg

  11. #11
    Senior Member Follow User Gallery
    Join Date
    May 2010
    Location
    Los Angeles
    Posts
    220

    Default

    I would use what you have as a base and then mask by cavity. paint over with a dark blue/purple/black to accentuate your carved in detail. Then reverse the cavity mask and use a veeeeryy light blue to accentuate the veins.

    Also Make his legs abit longer and thicker. I think it would add a lot. Great job so far by the way

  12. #12

    Default

    Maybe give a slight tonal change in recesses, maybe add a purple hue
    The Painted Dragon - Wargaming - Design - 3D

  13. #13
    Senior Member Follow User Gallery
    Join Date
    Aug 2005
    Location
    Poland/Szczecin
    Posts
    1,911

    Default

    yeha now that you mention his legs do seem a bit short, but i swear i did made them longer, maybe moved them around by mistake later ;f Tunnel vision ;D

    Also i started a new model in mean time based on unused bioshock2 concept i saw being posted here today, decided to make it and give it a proper modo render with ss and stuff.

    Heres the start . I plan on splitting him later into 2 layers, one for the transparent skin and one for the muscle layer underneath it. And after i finish all the anatomy fixing, i will give him those big skin folds, for now i want to focus on getting his anatomy 100% correct, since it will be extremely hard to do later and not brake the folds flow.
    Capture2.JPG
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Aqua_splicer_06 (1).jpg 
Views:	1881 
Size:	465.5 KB 
ID:	262951  

  14. #14

    Default

    Layering your texturing helps a ton. At least working with that concept in mind. In Zbrush I lay base color then I play around with masking as I work my details. Thinking of how real life skin is made up like: Veins, blood flow, muscles, fat, then there is the pigment last. I imagine a monsters is not so different. In that case you can study frogs, insects, you name it.

    Also I saw in a book once about drawing dragons and there was a bit that I found interesting. It talked about eyebrows and features that accented evil or deviousness(sp?). Like sharper features and angles, lower inner brow while outer is higher.
    Last edited by demonfetus; 07-20-11 at 06:27 PM.

  15. #15
    Senior Member Follow User Gallery
    Join Date
    Aug 2005
    Location
    Poland/Szczecin
    Posts
    1,911

    Default

    haha, wow man thats one useless advice, considering my monster has no eyes, eyebrows, or eye sockets on that matter ;f But thanks anyways, i guess ;D

    small update on the other model, already finished the bones , and half of his visible muslcle layers, i really hope it wont look like ass when rendered together.
    It took me whole evening to make his skeleton, last time i do a monster that has transparent skin ;f
    Capture3.JPG

Page 1 of 21 123410 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •