Love this creation… very Ectoskeletal/Giger-ish in the details. Look forward to seeing this progress. Cheers
Cheers.
@Marshall: Sure, it’s [email protected] , not sure if I’d be able to help though hehe.
Anyway, rebuilt the arm again to do the fingers properly (found it a bit tricky sculpting the original mesh to look like this result). And started detailing. I’ll adjust proportions and tweak the joints later.
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thanks, and great hand
Righto, slapped the bits together in Zbrush as a test. It’s a bit akward placing a lot of pieces, and the perspective distortion in zbrush is a bit off, but it has helped me judge proportions. I’ll pull the shoulders in and down a bit, close up the ‘collar’ part more, shorten the arms a bit and sort out the legs.
[](javascript:zb_insimg(‘41393’,‘zCompTest4s.jpg’,1,0))
High res:
http://img269.imageshack.us/img269/2594/zcomptest4rq6.jpg
It’s looking fantastic.
Excellent detailing, and the mantis type arms are awesome !
Is this a Games workshop commission, or personal work ?
Whoa!
Great creature
Great critter!
Lemo
PS: Does he turn red in boiling water?
games workshop commision as far as i know
I love it, and knew this was going to be a great piece just by the preparation and time you spent on it. Excellent concept drawing and great job transforming this sketch to life. Once its textured, I would hope everyone would vote top row for it. I really enjoy what you did with this model. It’s just a great example of taking an idea and really working with it in detail from beginning to end. You may have mentioned this before but how did you model this? ZSpheres or a base mesh in another program?Once again great work. I look forward to seeing the textures.
This definately has top row potential. Very creative modeling design. Great job… can’t wait to see more
Much thanks all
It’s just a personal project, I’m putting together a showreel (since I just graduated and looking for work). So I wanted to do some kick-ass characters and I’ve been wanting to do a Lictor for ages (they just look so cool). I also thought that it could be a bit technically challenging (the low poly anyway), so hope that might help impress prospective employers hehe.
I modelled the base meshes in XSI in parts, then took them individually into Zbrush. So the whole thing in total is about 16 million polys.
@Lemmonado: It depends on the colour of the pot I read that Lictors can change colour to blend in with their environment. So use a red pot and you should get a red Lictor hehe.
Ahh! I been waiting for this, to see it all put together. Fantastic job done. The details are top notch. The matis legs are cool. Mantids are one of my favorite bugs, their anatomy gives so much inspiration.
When do we see this beast textured??:Dsmall_orange_diamond
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looks great
just a thought:
maybe you should put the head all the way up when you do the final composite, because now the upper pair of arms don’t look like they are part of the creature but glued on his shoulders like an armor or something (it doesn’t look like he can move them either), maybe puting the head higher will fix it
I’ve been following this post as you’ve assembled this guy. Terrific work! Love the concept, sculpt and textures. It has it all. Can’t wait to see this guy in an enviroment!
Very cool project.
very nice. Games workshop do have some fine designs to work from.
I think that the wrist looks funny though. … sort of like the hand is stuck on the end rather than being a part of the arm. Might be just me .
The shoulder claws/talons/arms are excellent. love them.
I’d be interested in seeing the low poly base mesh to see the level you work from.
Can’t wait to see the textured model.
El-d
Well, a weird problem has presented itself.
I exported subd level 2 meshes out (also tried level 1) to XSI and adjusted the proportions. When I load the tool and import the mesh back in (at the appropriate level), it loads and the shape is fine. However when I go up the subd levels the details are smoothed out.
Any ideas? I’ve never had this occur before.
Nice creature and nice details I think the only thing that bugs me are the arms, doesn’t jive with the rest of the character… a little too close to human I think.
Did you made those body parts seperatly, and if you did how do you “glue” them in one single mesh, is it posible to do that in Z2 or you have to use other program?
Btw exelent work
I built the base mesh in XSI as pieces, then I imported one into zbrush and sculpted it, then did the same with the rest. It let me get up to about 2 million polys per part, instead of 2 million for the entire creature. That high poly render was only me placing and dropping the parts to the canvas, so they weren’t actually connected.
Here is the low poly game model, I’m aiming for something like what I have read characters in Unreal Engine 3 (such as gears of war) use. I read they use 10k triangles and two 2048 textures (holy **** aye?). This thing is just over 9,300 (hey, Alyx in HL2 is over 8k!) and a single 2048 normal map.
Still got some proportions to tweak, and I need to fill in the part where all the mouth tentacles converge in the middle.
[](javascript:zb_insimg(‘41583’,‘LictorXNtest5.jpg’,1,0))