Thanks for your comments. It is appreciated. I’ve been looking at this sucker’s mug for such a long time now that I don’t know what the heck to do with it. You lose your judgement after too much time. Serves me right for not having a proper design.
Nice render mate I have to agree I’m not so keen on the skull, but I did like the starfish! But you can’t please everyone all of the time, only some of them some of the time, or some crap like that!?
Perhaps an actual decapitated head rather than a skull?
I’m glad your going for a Mike Mignola/moody/stark shadows type look.
When It comes to creatures I believe less is definitely more.
I liked the cave setting you mocked up, but maybe a cavern with a walkway and some lanterns to help cast some nice shadows?
I had a stab at my own cthulhu type creature earlier on. This is just a rough doodle. Hope you don’t mind me popping it in your post? Tell me what you think?
I’m not sure if it looks comical or mean!?
good idea for character , i like the claws , only legs looking like unfinished , you should continue him
Sorry, but what material did you use in this render (if its a material).
If your refering to my render, I used MTB’s excellent light/material setup which can be found here: http://www.bryantmcgill.com/mike/mtb_render2.zip
Angelstein, Looks good to me. I think models naturally look comical when there isn’t much detail. That said, I do like the form of you’re character. The shoulders are funky.
Thank you, Angelstein. It’s an amazing material and setup.
Yet another test image. This one is at finished rendered resolution.
Edit: OK, I’ve gone in and re-detailed the skin on the tentacles again. They differed too much so now they look more alike. I’ll post a pic when I get things closer to the finished stage. Hopefully I’ll have it positioned on a canvas with all the extra tentacles, wings and shells and stuff. After that it’s the task of working out how to build and detail the rock-face to fit into the foreground. And then it’s rendering out different passes to see if I can bring it to life.
Getting pretty good. I am going to have to whip up something to show you how to get really cool suckers for those awesome tentacles.
I really love those up close shots. He’s got tons of character!
Jason Belec. Damn those suckers. They are a bane to me. I saw someone who posted some very good suckers a week ago, but they were dealing with a lot less of them for their character. In hind sight I would have built them into the base mesh… but the head model is over 5 million polygons as it is and I’m not sure if my computer will comfortably push more. I’m getting memory warning left, right and centre as it is. Still, if you know a good technique I’ll happy re-detail them.
MX
looking really cool mxhaunted. I think he should be slimier though,then again I think everything should be more slimy.
There you go, Mathew! More praise from Rick Baker, the No.1 monster maker himself! I have to agree though, this should be a bit more ‘glisteningly slimy’ As for the suckers, I think there fine as they are. Some details on models can be a lot of hassle for nothing if you ask me. I wouldn’t fuss over the suckers.
Take your time, do what you feel looks right. You’ve got a good eye, that’s quite obvious, and don’t fret to much. I know the final image will be superb mate
MM, yeah, got ya on that one. I had tweaked the material a few times to give it a wetter look but forgot to change it on the renders I post here. I may have to do some tweaking on the final render a it’s so big that it looses the appearance that it has a clear film covering him.
Angelstein, Yus, it is nice getting good feedback from MM. I’m trying not to be a simpering fanboy but it is pretty cool. :)
*sigh* I got some feedback from an ex-work mate who used to draw comics. Good feedback at that. He didn’t like the pose. The creature was too upright. So I went back and gave him a bit of a hunched over posture and a wider gait, like he’s weighed down.
Not sure if it looks too comical. My original idea was Mr C was an intelligent being, hence the upright stance. But it does lack character. I’m restricted with the pose though as you can only distort the base mesh so much before it fails.
So yeah, What do you think? First pose or second… or neither?
This is cool. Design by comity. :)
Thanks
MX
Second pose does look better. His stance is more lumbering and aggressive, the upright stance make him look less threatening, like he’s going for a stroll :lol: Maybe monsters do go for strolls? They can’t be lumbering manaces all the time can they?
If your mesh deformation would allow it, Id want to try an even more dynamic pose. Characters are so often pictured facing the camera; wouldn
t it be more interesting if Squiddy were actually facing the cave entrance with his lower torso, but turning his upper half around to us as though he`s just heard your footfall?
Cheers,
R
Hi mxhaunted,
This is a very very cool model!
and the meaness of his face is awesome
About the 2nd pose, the thing is that it seems to be to neutral. It’s hard to understand if he’s walking or just standing resting it’s arm on the rock.
If you aim for a walking pose his shoulders and hip should not be aligned. Remember that when you walk your arms tend to swing or rotate in opposition to the hip due to the movement of the legs.
Another thing that maybe playing tricks on you is the rock in front of it. In the second image it looks like he couldn’t move foward because he/it is already to close to take a next step.
Ironically the first pose although too upright has more movement than the second one that seem to be more in a stance pose.
Well, that’s just my opinion, I’m sure you’ll figure out a cool pose.
Just a few question though… how high in poly counts is the model? Is it just one mesh or severals?.. and is it me or the wing are very small?
Take care
Angelstein, Yeah… that one is going in the right direction. I had a chat with another ex-workmate and he poked me to go a bit more exaggerated with the pose.
First time for me to build rocks in Zbrush.
Heyas MX…I know you are working alot on the scene and the creature…here is my 1 2 1 on this…
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First I think you have done a great job on modeling this guy. There is quite a bit of detail. You have put alot of time into this.
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You have mixed a crustacean and an octopus together. Soft and hard, exoskeleton and an invertibrate…reminds me a bit of the old 50s and 60s beasties of the deep. Maybe he could be a secondary character or a soldier of some larger more menacing creature? I am not a hater, truly…I guess after watching the work on it, the design is lacking something. Maybe as Rick suggested, it may just need some slime and possibly some nasties and debris hanging off of it or barnacles or something. A bit too clean. As for his stance…the body is solid/rigid and it would probably walk as such. I am taking it that the back is a solid shell/skin? Crawfish, that I have caught in the creeks over the years, are pretty fluid while swimming backwards, but with this design ie bi-pedal he probably would not have that fluidity of motion on land, I think. Then again I am probably full of hoo-ey
. I like the creature but I think the design could just have been taken a little bit further or rather a better melding of the two different animal types.
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well this little image I tossed together very messily and hastily after googling some of the images in the background…sketched the quicky there in Z …all rough…and all sucky for sure…maybe it might stir some mental images of what I am speaking of.
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If nothing else, ignore me and write my comments off as a quack-o-saurus-Z
Love the concept in general.
The background cave is coming along very nicely for you as well.
lol an as a point of interest…Lobstermen is on the Discovery channel tv channel right now…very ironic…
keep up the progress.
Occasional, freshly chipped off raw edges; sealife; sand in the cavities. The general appearance is fine, just needing a bit of set dressing!
Looking forward to the new, creepy pose.
Cheers,
R