Creepy yet awesome! love the design!
great work!
her face looks a lot better imo
she looks amazing, keep it up…i always wanted to design a spider character…you definitely pulled it off
!! Good stuff and can’t say more it’s too big too mutch
Here is her tome and a detail look at the leg
The leg elements will be modulated, and I will sculpt another two kneecaps and another 2 end terminations, thus I can have more variation on her legs for closeups.
And finally, a black and white version of the previously updated comp that I am very fond of
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You´ve done a ton of good work!
Thank you very much I`m glad you like her !
It was much creepier (thus better imo) when it had eight skinny legs. Spiders are always going to look more menacing than crabs.
Not bad on the props and other details though.
Heres some poly paint for you guys, I
ll upload some real-time views soon
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The aim of this project was to produce a high quality next generation character, rendered within UDK using dx11 and all of it`s features.
The final character count is around 110k triangles with legs and weapon. All accessories are modelled textured and baked individually off the character so they can be swapped and replaced.Assets have been separated according to materials in order to achieve a better tessellation control / set of items.
Total maps are comprised of 3 x 2K map sets (one for the human bust,one for the spider body + legs and one for the leather and hanging assets) and 2 x 1K map sets (one for the metal parts and one for the weapon).
The sets are made out of a Diffuse, Specular + Gloss, Normal and Displacement map for tessellation. Two extra tillable textures were used for the skin respectively for the metal as a detail normal map.
The legs are done modularly, duplicating only a termination joing and a knee for more variation, other leg pieces are breakable thus being mirrored and flipped to achieve a useful modulation.
Will upload maps and wireframe soon.
Modelling:
The cool thing is that most of the concepting (except a few photoshop thumbnails were made in zbrush on the fly.
Mainly duplicated a ztool and dynameshed it and pulled and tweaked it to get a better flow and better forms, then I would go back and retweak the original and so on.
Pretty much started from a zsphere, no proxies were imported from any additional software package
Armours were pretty much created with masks and extractions, since extractions have loops built in, it was super easy to maintain crisp edges.
Texturing was done mainly in zbrush after which tweaked in photoshop, polypainted base meshes were created for diffuse and specular, then they were transferred to uvs with xnormal.
This way I got 8k crisp textures off 20 30 million triangles easily, which I then resized down to 4k for editing and finally 2k for in game use.
I was a bit slow on this project as I did some others in the mean while but Im glad it
s finished.
For more renders or views and maps and wires, feel free to visit my blog www.vickgaza.com .
Thanks again for the input people and for the compliments and critique
Vick.
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That is one bad ass model man, great work!
As i said earlier, this would’ve been much better IMO if you would had left the spider legs.
Now it looks like a crab which is low on the creepiness scale as opposed to spiders. Anyway, overall a good job.
congrats on winning the cgstudent award dude!
you deserved it!!
nice stuff!
Thank you very much guys, I appreciate it Also I`ll upload wires and maps soon.
Thanks again,
Vick.
Hello guys long time no post, but was busy with moving and what not
Here`s my latest sculpt, an anatomy study
Thanks for watching and will post up more soon,
Vick.
Btw more stuff can be found at www.vickgaza.com if interested
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Oh wow awesome work Vick!
Love the woman/spider game model !!!
Nice!
Thank you very much for the kind words More updates soon
Heres some more stuff, soon I
ll post some client work too
And the previously posted image, sorry for the double post but wanted to have it again on top of the page (hope no one minds :">)