View Full Version : Dominance War II: Sean Bonney
02-06-2007, 08:45 PM
Hi all, this is only my second post on this board, but I've been lurking for years and found a lot of inspiration here. Looking forward to the competition...
02-06-2007, 11:58 PM
I'm thinking a counter-terrorist spy/assassin type. Not sure how to convey 'ancient', so I think bizarre/alien will have to suffice. Basically, Solid Snake with four arms and 12 nostrils. Fleshing out the idea in ZBrush:
02-09-2007, 02:30 PM
Another sketch, the tentacle/dreadlock/veins originate behind his head and run along his body, one pair winds around his hips => thighs, one pair around his upper set of arms, and another hangs in front.
02-09-2007, 02:39 PM
12 nostrils? :-D cool! ...but what's it for:-/
02-09-2007, 02:51 PM
Maybe only six nostrils. He hides in the shadows, sniffing out fear in his enemy. :twisted:
02-10-2007, 01:06 PM
Working out the anatomy in ZBrush, a little poly high, but I'll fine tune in Max.
02-10-2007, 07:39 PM
Refined in max, my head dreads seem to have become body-hugging tentacle-veins. Only used about half the alloted polys so far.
02-14-2007, 03:25 AM
very cool start here - i like how it translated after you took it into max and refined it. some of the hard edges could obviously be lessened by smoothing groups. keep up the good work!
02-14-2007, 03:36 AM
Keep going mate, its got good props, I can see it will be visually strong in the end....
02-14-2007, 06:16 AM
you could add some polys though. how many polys do you have right now ?
02-14-2007, 07:24 AM
I like the concept and the flow of the pose!
Keep em coming! :thumbsup:
02-14-2007, 01:04 PM
Thanks for the comments, I am only at 3,556 tris now, so I have a lot I could add. I'm sort of stuck at the head ATM, I need to crank out a couple of concepts for the head and face before I continue.
02-14-2007, 04:46 PM
Really like the way you are going with this, keep it up! :D
02-14-2007, 08:56 PM
Dude that looks badass, im really liking it so far.
I really like his big forearms/wrists.
02-18-2007, 12:14 AM
Some head sketches, trying to come up with a head that's a) expressive (anger, fear, rage); b) alien/ancient; anc c) that flows into the tentacle dreads.
02-18-2007, 12:43 AM
Hey man, great start! I really like your drawing style while coming up with ideas. With your latest faces I don't think you're expressing rage/fear/anger. I think the biggest reason is the shape and color of the eyes. In the top 2 they are too cute (like a friendly dinosaur), and in the bottom two he looks lazy.What about making his eyes a little more angular instead of round, and milky white like in the first concepts? That was kinda creepy!
02-18-2007, 12:54 AM
I say try some more ideas... He needs to be way more violent looking..
03-05-2007, 08:20 PM
Real LifeŽ has kept me busy. No more snow days for my boys I hope. :twisted:
Final concept for the head, wound up somewhere in between my first one and "dough boy."
03-05-2007, 08:26 PM
And the attachable gear, a bandolier across his chest and over his lower shoulder. It attaches to a thigh-strapped gear patch. Probably add some ammo boxes and/or sharp pointy things on his chest strap as well. Also a com unit on the side of his head, mic and whip antennae combined.
03-05-2007, 08:29 PM
Last sketch today, the gear for his larger pair of arms. Right arm gets a retractable double blade and left arm gets several steampunk-ish sensors and dials. He may be consulting one for a 3d wireframe of enemy positions.
03-09-2007, 03:36 PM
Final lores mesh:
03-10-2007, 06:41 AM
Looking great :) I love the head tentacles. Looking forward to seeing how you add definition to the muscles and detail the skin. Mudbox or zbrush? Old school Max edge loops? ;)
03-10-2007, 02:26 PM
Thanks for the comments, Matt. I'm using ZBrush for this guy. Too many muscles and creases for edge loops. Finished the first pass - large muscles and bones. Some of the gear is intersecting with the skin, need to fix that before going on to the second ZBrush pass (smaller lumps and textures).
03-17-2007, 07:22 AM
His pose is dope. He looks like he ready to kick some @$$.:) Also, your sculpting looks really good. One crit though, your model is a bit muddy because some of you forms get melted together so if you seperate some of those forms your model will read better. That is something to watch out for when modeling completely in ZBrush or MudBox.
03-21-2007, 02:22 AM
Thanks Andrew, you're right - it's hard to find an angle that makes the arms read properly. Hopefully once I rig it, I can get a good pose.
Not entirely satisfied with the textures, but I need to move on to the weapon if I'm going to finish, so here are some renders from 3ds max, using V-Ray. This is the 6,000 poly model, with normal, diffuse, bump, spec, spec color, and a little opacity map.
03-21-2007, 03:26 PM
Very Nice mate, very nice....
03-23-2007, 08:23 PM
Alright, weapon is done. Had to rush, it doesn't even have a normal map. The shame... :sad:
I will tweak the hue/sat for the diffuse maps, but otherwise, on to rigging and posing.
03-23-2007, 08:45 PM
Always refreshing to see awesome looking "current gen" (or is it previous gen?) artwork. I like the colours, a big change to what I'm used to seeing :) Looks cool man, can't wait to see him posed.
03-24-2007, 09:33 AM
03-26-2007, 07:01 PM
Finally done. Lots of things I'd like to do over, but at least I can beat the deadline. I haven't submitted these yet, so if you see anything that can be quickly fixed, please holler.
03-26-2007, 07:01 PM
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