View Full Version : Armed and Dangerous Challenge submission -GamaRaala
01 January 2012, 11:34 AM
so i racked my brain for several days, and nothing i came up with seemed very original and so awesome that I was sure to win. :blush:
So I'm purposefully going into a very cliched idea, a monster/ogre wielding a LARGE weapon.
at the very least, I can sharpen my skills a bit + have something for my reel. :curious:
a quick sketch i did. needless to say, im no craig Mullins. xP
everything in this is pretty much changed at this stage including the weapon. but the hippo head and basic body build is the same.
i did some sculpting in mud to get a sense of how the topo should go.
back in maya, working the mesh around.
ditched the leg design cause it seemed too weak for a creature of this size. done with the body for now to work on the head.
not worried too much about the features and details of the body cause i hope to cover it up with some armor later. still not happy with the legs though. mayeb make it more stocky and shorter....
01 January 2012, 12:05 PM
hehe i like that idea...
like to see this finished...
01 January 2012, 02:32 PM
Very cool, love the hippo head. I am also finding it difficult to think of something that may be considered "original". Sometimes you've just got to do what you love and have fun.
01 January 2012, 03:27 PM
thanks oglu. :)
and Chris, totally! im having a ball with this. :thumbsup:
'concepting' the weapon. the main idea is that it will have to look very primitive/medieval. coz a lot of weapons in those times made you hurt a lot before killing.
the chain thing is supposed to be a chain saw. and the thing to the left of it is sort of a catapult which will shoot some stuff that's on fire? :D
was thinking maybe this could be chained to the left arm or body. :shrug: will see how it goes.
guess i'll have to keep on looking a bit more. :\
worked on the head to get some basic form in place. will take this into mud as well to do some rough sculpting before final mesh.
and good luck to all of you! ;)
01 January 2012, 06:24 PM
I really like the your idea also.. And I think the sketch is really good. It shows lots of the things what the character will be about.
I have to admit, that I also had problems to find original ideas. My main goal in the beginning was to make something really different but after I made my plan and started to sketch. It was too much "terminator"-style.. So I still have to work alot for my plan. But im not here for winning, just to have fun and learn as much as possible!
btw, I got mudbox to work, 2011 version from Autodesk. I had to mod my graphic card drivers to newer ones, which werent suppored. Im so glad, I had help with one it-personel (friend) from my school.
Because you guys are so Pro with modelling, I would ask about mudbox.. Is there way to extrude the model? Or I mean.. If I want more mesh, like new leg or something? Or do I have to use another 3d-modelling tool for making the basic mesh?
Currently I have only the mudbox..(with 2hours expirience) It would be nice to try Maya also but I doubt I will get student license for that from my school? and 30-days trial might not be enought in time...
And sorry for hijacking your threads.. I will make one more sketch for the body and then I will make my own thread and you guys can help me there after that :)
01 January 2012, 12:07 AM
sazem, thanks, and hey, im no pro, :eek: but, as far as i know, which isn't much to be honest, there's no way to extrude, bevel, cut or basically do any component level editing on meshes that would change the topology or vertex order. (you can pose though!)
also, you'll need something to do your UVs.
if getting some lab time at school isn't an option, i think your best bet would be to go open source and use blender. its more than enough to bang out a quick base mesh, and then, you can export it to mud and be on your way. :) you could quite easily learn poly modeling, uvs, materials and rendering if you put aside one or two days for it. (assuming you know how to do it in some other app. if they are totally new concepts, it would probably take a bit more time) . just don't let it stop you. ;)
01 January 2012, 01:17 AM
a small update. didnt get a chance to do much...
just a rough concept sculpt in mud.
02 February 2012, 07:18 AM
phew, didnt get a chance to do anything for almost a week now. started again yesterday. worked in some of the mouth details and the teeth.
stuff to do today. sculpt the head to about 30 ~ 40%.
make some sort of start on the armor.
also, the quality of stuff posted so far knocks my socks off! specially the painkiller. :drool:
02 February 2012, 07:18 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.