XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : DWIII - 3D - Joe Bird - Thaurnus

02-17-2008, 05:12 AM
Current Progress

The Brainstorm Idea:
savage primitive with living wooden weapon that morphs

Character Development:
Human - Warlord
Artifact - Vegetation

The Warlord: Thaurnus
A young knight who was one of many to answer the call of Triu by traveling deep into an ancient forest to retrieve its heart. He is the only known seeker to survive the extreme tests of will and fortitude the search for Triu required. His quest leaves him on the brink of insanity, but possessing an artifact with powers he has only begun to understand, as well as a newfound avian friend known simply as Shrike.

The Artifact: Triu, The Heart of the Forest
Seen as a Green glowing orb spiraling into infinity, Triu is the living heart of a forest that can morph into various shapes and living substances, regenerating any living matter it comes into contact with and allowing its bearer to communicate with all living things, even the trees themselves.

Triu sits upon the chest of Thaurnus, its roots and vines extending outward sprouting leaves, thorns, and even flowers as they wrap both arms in living wood and bone ready to both protect and maim.

Thumbnail Sketch:

02-18-2008, 07:57 PM
Finally got an idea and thumbnail sketch done. I'll be working on some pencil sketches this evening to flesh out the look further then post another update.

02-20-2008, 05:57 PM
I spent the morning doing more digital sketches and came up with a thumbnail sketch I plan to upsize and detail out. He will be wearing some of his old armor with his sword and shield integrated into his living armor. His tattered tabard will have our team logo on it.


02-22-2008, 03:25 AM
Did a pencil sketch of him. Next I'll sketch his sides, back, and head, as well as the bird Shrike. Then I should be ready to model the base meshes.


02-22-2008, 03:34 AM
Wow! Its looking really good especially the armor around the arms. I just have one TINY crit though (please take no offense) but the upper part of the body seems to be turned a bit to the side while the lower part of the body remains to the front. But Overall, that it's a really nice concept. The idea is just gold. Do you intend on keeping the bird in your final render? It would really add to the whole vegetation/nature theme.

02-22-2008, 04:46 AM
Hey, thank you, and thanks for the crit too. Right after I scanned the sketch I realized I had forgotten the bird. I'll be sure to draw him in next.

02-22-2008, 05:16 AM
Going with the vegetation magic...nice. i was hoping to see someone take that on. Your concept is good. I like that everything seems to grow off of the character. The little sidekick bird is a great touch as well. Keep workin' it.

02-22-2008, 05:23 AM
Nice to see more people fighting the machines with the natural magic of the plant!

02-23-2008, 10:10 PM
Thanks for the kind words and support everyone.

I went ahead and updated the previous sketch by adding Shrike in. I've also done a revision to the Right Arm and will be doing a revision to the Left Arm tonight as well.


02-24-2008, 10:45 PM
More design work on the Left arm. Going to do the back and head next and should be ready to start modeling the base mesh by Tuesday.


02-25-2008, 12:28 AM
My idea for the back is a trinity knot.


03-02-2008, 11:58 PM
I finally remembered to enter DWIII at GA's website and decided to use my current sculpting work as my WIP thumb and post the larger image here. The head is at 36k faces and is almost ready to be subdivided for detail work, but I'm going to finish up roughing out the torso and hands first. I plan to be started on adding armor for sculpting by Tuesday.


03-03-2008, 08:57 PM
Started roughing out the torso. A lot of this will not be seen, but I think I will be sculpting most of the body, mainly because my knowledge of anatomy is so weak I could really use the study and practice.


03-04-2008, 03:21 AM
Finished roughing the figure. Should be ready to start roughing out the armor pieces tomorrow. I decided to hold off on adding any high detail stuff until everything is roughed out so I can focus on only the areas that will need it.


03-04-2008, 07:11 AM
Hey! thanks for posting a comment in my thread. :)
Your concept seems to go well. If you don't mind me asking, do you make the sculpt first and then make a lowpoly that resembles the high as much as possible? (it's a competition so I understand if you don't want to help :D )

Keep up the good work! :buttrock:

03-04-2008, 01:28 PM
Hi, thanks for stopping by. I have no problems answering any questions I can. Even though its a contest I'm just doing this for fun and to learn from others. My process will be to model everything at a high mesh resolution first using sculpting tools. Afterwards, I will build the low resolution mesh around the high resolution mesh. This will give me the most flexibility with the design.

03-08-2008, 10:51 PM
I adjusted the head, proportions, and pose and got started on adding some gear. I am hoping to get all the armor roughed out this weekend so I can do detailing next week and model his bird companion.


03-08-2008, 11:47 PM
Nice sculpt, its looking good! looking foward to see your progress

03-09-2008, 05:09 AM
Thanks! I saw your concept and it is looking great. You have great stylization and some dark humor in her that I like a lot.

03-11-2008, 10:06 PM
The creation of the lower armor is coming along, but I'm a few days behind the schedule I set for myself. I hope I can catch up this weekend and get the sculpt fully completed. Just need to find more time.


03-11-2008, 10:11 PM
Anatomy is looking good to me. the neck really stands out to me to be too long. This causes sort of a floating head feel to it. Just my thoughts.

03-11-2008, 10:18 PM
Hey thanks because I was getting that feeling too and raised up his collarbone, but it does not look like I did enough.

03-12-2008, 12:21 AM
Nice work so far. I like your sketches... but the one I like the most is the thumbnail sketch you posted in your very first post. I like the exaggerated proportions of the weaponry, and the more recent imagery has been pulled back a bit... in my opinion, too much. The model is coming along really well. I like the anatomy job so far. The neck feels a bit long to me, thoguh.
Anyhow, keep it coming, and good luck with it! :thumbsup:

03-12-2008, 02:41 PM
Thank you very much for the feedback. I knew something was off about him and suspected the neck, but did not alter the proportions enough to fix it. I'll be sure to work on that today. I also agree that I did not manage to capture the feel of the thumbnail. It really is a lack of experience and skill on my part. I hope to get back some of that feel in the sculpt.

03-12-2008, 04:34 PM
Once again, thanks for the feedback because it really helped. I had adjusted the upper torso previously, but for some reason was too conservative in my changes. Your comments got me to go in and do some major surgery before adding the upper armor and I like the changes a lot. So here is an update with the upper torso, neck, and head adjustments so far.


03-14-2008, 02:23 AM
Started working on the upper body living artifact armor, Triu.


03-14-2008, 02:37 AM
Nice update!! the armour its looking great!

03-14-2008, 03:52 AM
The neck is looking good now, nice work on the changes. But most of all, terrific job on that breast-plate. Very cool! I hope the rest of the plate pulls out a similar theme, it's really nice looking. Good luck!

03-14-2008, 04:45 PM
Thanks for the comments. Overnight I got an idea for a different direction to take with the armor so I did a paint-over. I may go with this concept.


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