Welcome back, I have a lot to go over.
It's been quite a month, I think the most progress I've made so far. Unfortunately I don't think I'll get my modeling completed by Summer's end. I'm sure I'm going to be hating myself later, but this is a process. I am the artist, tech artist, concept artist, and the director. First up is the Enforcer.
It's been quite a month, I think the most progress I've made so far. Unfortunately I don't think I'll get my modeling completed by Summer's end. I'm sure I'm going to be hating myself later, but this is a process. I am the artist, tech artist, concept artist, and the director. First up is the Enforcer.
Status: about 60%, legs and arms need to be finished. Helmet needs to be designed and started. But I'm feeling positive. I got an idea from the Brainstorm group on Facebook to add bones/fossils to the armor, which I think helps to set my designs apart from other generic soldiers. At least that's the goal. By far, my favorite things to sculpt are small props and cloth. The hood is still a maybe, I do want to incorporate some stealth elements with this, but I may have to limit it to a veil and arm ties to keep designs fresh.
I watched a lot of Raf Grassetti's Gumroads and his presentation during ZSummit 2014. I can now wield the clay brush with deadly accuracy when it comes to figure forms. I can show you in the new Idorex
I watched a lot of Raf Grassetti's Gumroads and his presentation during ZSummit 2014. I can now wield the clay brush with deadly accuracy when it comes to figure forms. I can show you in the new Idorex
It needs refinement, but this only took about an hour. I'm excited to be able to throw down some forms in such little time. This wasn't originally in the Thesis project, but I'll be trying to finish up other models so I can finish this guy.
The Styracosaurus is done, minus texture detail on forelimbs and spine which could still be possibly covered with saddles/guards. He is at 15,000 tris, but I think I can knock it down more.
Character 2 is the Lost Chieftan character. He's a ships captain who witnesses much of his crew devoured by creatures of Idolai. A mechanical genius, crafts cloaking devices out of the Thorium generators on their back and the chameleonic feathers and scales of Idoraptor. I decided to revert to this narrative because it makes the most sense and avoids some cliches. This way, The enforcer can be sent out at 17 as a rite of passage to locate a stranded engineer. I think if this were to be a 2 player game, I'd start it off with the tutorial level on the ship going to the planet as younger versions of commanding officers. Then slowly introduce the main characters, and send them off on the journey with her and a robotic character for training purposes. That way I can also discard of it brutally and then change focus to the engineer. No more chosen this or best-of-class that. Also, thank you Raf Grassetti and Frank Tzeng for helping me tackle the face through your teachings.
The biggest pain in the neck goes to: Idoraptor. since they hunt in packs of three, two females and a male, I need to reduce polycount drastically. Sculpting the feathers rather than alphas with geo is the way to go I think. I've sculpted and re-smoothed his surfaces countless times. Yet it still remains my favorite. Go figure.
Going forward, the Engineer character is going to need to be tackled. However, I think adapting some female assets to work on male forms is the way to go in this pseudo-production format of a project. His helmet will be unique, and I think his armor will be lesser with more emphasis on support, industrial protective gear, etc.
Going forward, the Engineer character is going to need to be tackled. However, I think adapting some female assets to work on male forms is the way to go in this pseudo-production format of a project. His helmet will be unique, and I think his armor will be lesser with more emphasis on support, industrial protective gear, etc.