Wraith Raziel is done.
In remaking wraith Raziel, I wanted to keep as much of the GlyphX cinematic model in mind, but also try for as much enhancements to realism as felt right. For instance, the GlyphX model was not modeled to be what vampire Raziel would have melted away into. The proportions are very different on things. His ear has migrated up his face; his arms are a lot longer and his legs are a lot shorter. Just for a couple of examples. Perhaps this was to reflect that his visage is warped due to waking up in the Spectral Realm and its distortion, along with this being basically what Raziel thinks he should look like. Anyway, for this recreation, I’ve made this model fit proportionally within the vampire model. So, this is what would be left over if his skin and flesh burnt away. Reasoning that the cartilage melted away from his lower ribs, that’s the reason they are unconnected to the sternum. Some of Raziel’s design was always concept over reality, and so the reason he has a nose, ears, hair, and the thin wing membrane left at all basically has to be chalked up to style over realism. I tried to think of logical reasons for things like the ribs where I could without completely changing the original character concept.
This is the real time model, rigged and posed out of Maya.
Modeled in Zbrush and Maya; textured in Zbrush and Photoshop; Rendered in Marmoset Toolbag 2:
Worked on defining further muscle groups that would have thickened in the back to support the wings. Also, having ripped away the large bone base, I left a deep cavity exposing both the double spine split he evolved and some of the shoulder blades, and then I added some fleshy remnants of the wing’s flesh hanging off. The rig in Maya has blendhsapes, sculpted also in Zbrush, helping to correct for the muscles contracting, like here with the right arm pulled back.
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