View Full Version : DWIII - 3D - molynext - Great Cthulhu
02 February 2008, 04:46 AM
"The disruption caused by this war has caused even the Great Old Ones to stir. It seems somewhere a wormhole has been opened and released an unspeakable horror from it's prison. Finally free after an eternity spent watching and waiting, Cthulhu's rage will be felt like a shockwave of obliteration."
I just wanted to get my initial concept drawing up - I know it's a pretty standard take on Cthulhu at this point. I will be adding wings but haven't figured out how I want them to look yet. I'm also not sure about the number of tentacles, since that will depend on how many extra poly's I've got. I'm hoping to get started in 3d right away.
I had a hard time thinking of a weapon since Cthulhu wouldn't really need a physical weapon - I was thinking maybe something that could be used via telekinesis, which is why I chose a shakra. I figured it might look cool floating and spinning behind Cthulhu, halo-like. I'll continue to give it thought...
I'd really appreciate any suggestions - this is the first time I've done a competition like this, and I rarely post on forums.
Edit - Finals
Final Poly count was 8998 tris. I was really running out of time near the end but I'm pretty happy with the final character. If I had more time I would've done a few more poses and spent some more time prettying up the sheets but oh well - Good luck to everyone!
Texture Sheet -OOPS I made a mistake in the text on this one, all textures are, of course, 2048 X 2048
02 February 2008, 05:10 AM
this rough draft has a pretty cool shape to it I think...good organic shapes. It'd be neat if it had a combination of super hard surfaces (weapons, armor whatever) to juxtapose the jellylike tentacles. Some good potential for stylization too! war on
02 February 2008, 05:19 AM
thanks - I'm not sure what I want to do for armour, I was planning to put most of the detail in to various textures on the body (slimy soft areas, scaley metallic areas, rough rocky areas, etc) but some basic, heavy geometric shapes for the armour would definitely create a nice juxtaposition.
02 February 2008, 07:37 PM
I hate you and everything you stand for.
Your drawing sucks too...
02 February 2008, 06:33 AM
here's an idea i had for the wings, not really happy with them yet... hopefully I'll find time this weekend to do a bunch of drawing and finalize the concept. The 2nd sketch shows an idea I had for some spines/head dress to give it a more monarchical feel.
02 February 2008, 07:10 AM
Was Canadian Bacon joking when he said that?
Anyway, I kind of like this. Personally, for me, the wings are a bit too much, but hey, it's not my model. But then again, the wings might work.
02 February 2008, 02:44 PM
Steyn - Thanks, yeah the wings might be a bit gaudy... maybe I'll go with fins instead...
02 February 2008, 02:53 PM
The design is unique and awesome at the same time but I do agree with the wings being a bit too much, looking forward to the fins.
02 February 2008, 03:53 PM
ok I'm definitely changing the wings - they're going to be roughly based on the fins of a flying fish and/or lionfish. Thanks for your comments guys
02 February 2008, 04:31 PM
lol!! Steyn, I was joking around, he and I work together. No worries. :)
02 February 2008, 03:22 AM
Looks good Mitch, I like the idea of using fish fins, you should have them spread out and upward like dragon wings, with your artifact in the center. I also think some kind of armor would be pretty cool, something like fish scales or kind of like shark skin
02 February 2008, 03:20 AM
Those shark scales look wicked, I'll definitely be incorporating those somehow - here's a new sketch I did of a wing that I'm pretty happy with, much "fishier", though I'm not sure about the open space beneath the forearm...
02 February 2008, 03:26 AM
supa dupa sketches man!Nothing else to add!just wanna see more:D
Happy war man!
02 February 2008, 04:39 AM
Looking Good So far. I like a lot of the ideas you've got going on here. If you decide to go with the wings, maybe you could consider adding tenticles to the fingers fo the wings. That way you're incorporating the whole underwater thing with the bat wing idea.
02 February 2008, 07:46 AM
Hey cool idea! I like your interpretation of the character. Just be careful not to stray tooo far from the original description. You may end up having a sea (get it?) of fanboys hunting you down haha.
02 February 2008, 06:26 PM
The hard thing is staying true to Lovecraft's original description of the character, while at the same time creating my own unique interpretation of it. Fortunately the original descriptions leave quite a bit to the imagination.
"The most detailed descriptions of Cthulhu in "The Call of Cthulhu" are based on statues of the creature. One, constructed by an artist after a series of baleful dreams, is said to have "yielded simultaneous pictures of an octopus, a dragon, and a human caricature.... A pulpy, tentacled head surmounted a grotesque and scaly body with rudimentary wings." Another, recovered by police from a raid on a murderous cult, "represented a monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind."
When the creature finally appears, the story says that the "thing cannot be described", but it is called "the green, sticky spawn of the stars", with "flabby claws" and an "awful squid-head with writhing feelers". The phrase "a mountain walked or stumbled" gives a sense of the creature's scale."
02 February 2008, 07:57 PM
Truthfully you can interpret a cthulhu spawn about anyway you want. It's all part of the "horror Cosmic" something so horrible it can barely be described. Now model it! I think it leaves a lot of room for interpretation and what you are doing so far is pretty darn cool. Keep up the good work.
02 February 2008, 10:41 PM
hey, I wasnt trying to discourage dont get me wrong. I love what your doing with the character so far. I would start pushing on the model :D
03 March 2008, 06:45 PM
You picked a hell of a name to live up to by way of character inspiration, but I can understand - too tough to resist taking a swing at him. And you've got a fantastic direction to run with here.
Before you get onto modelling you may want to finalize that wing. Your initial sketch including wings make me think of Evangelion which lends itself really well to the design you got, but I am eager to see that new fish wing/fin design on the figure itself. YOu might also want to make early considerations for thing like if they fold down and how they will look as such, as well as movement like whether the flap in flight or simply decorative (cthulu could just as easily fly by mystic means).
03 March 2008, 03:40 AM
here's some pics of where the model is at the moment - I'm at 6670 tris, and plan to spend the rest of them refining the mesh (mainly the tentacles and wings). The numbered images are variations that I played around with, so let me know if any of you prefer any of them.- I'm hoping to have it Zbrush ready by this weekend
Danexmurder - for some reason I missed your post until now, but yeah I think I will try adding tentacles to the tips of the wings. (I'm still not 100% happy with them right now) I'll have to see what I can do with the remaining tris - thanks!
03 March 2008, 02:51 PM
I've also been re-thinking my choice of artifact, so I'll likely be posting a few sketches soon. My character is an Invoker and I'm going with the Darkness/Void power. I was originally going to use a Shakra (disc blade weapon - think "Xena") but I basically just want to use a black hole as my artifact. My character is not suited to hand to hand combat or weilding a weapon and doing so would diminish it's sense of megalomanic power. Perhaps I would link the black hole to some sort of item, but I'd prefer it if Cthulhu generated the black hole from it's own body. Thoughts anyone? I'm going to have to read the rules again carefully...
OK I just had an idea - perhaps Great Cthulhu IS the ancient artifact weapon, in which case I'd have to create a cultish summoner character. This could really help with the sense of scale...
03 March 2008, 05:42 PM
If you got time to whip up a summoner character that may be your best bet. This dude is clearly far too big for weapons. The thought of something of this size physically a machina fleet of ships, as rad as that could be, just doesn't seem proper. Seems like the type that would use mystics to get the job done. Maybe a scepter, or a censer?
The wings in 2d are looking good.
03 March 2008, 04:15 PM
Here's an update of my model - I've actually done a bit of refining since I spit out these renders. It's now at 8950 tris (including the artifact and 4 eyeballs, not shown here)
I decided to keep the shakra artifact, and make the center of it a portal/black hole. Let me know what you think - I'm currently unwrapping it and making some final tweaks before I hit Zbrush.
03 March 2008, 04:44 PM
You should make the pedestal a little city like you were mentioning about and show him crawling out of the portal and just crushing the city. Or going the black hole route, have him pulling himself out of the black hole (which would show how strong he is) and have the city being sucked in while he is coming out. But I would check to see if that is allowed first as I donít know if that would be considered "using" the pedestal in any way. Either way it looks great, now you just got to figure out where to put he CG society logo :D
03 March 2008, 06:44 PM
That head is making a lot more sense to me now seeing it modelled. I really like the added detail in the hands and joints of the knee. Probably way too late to suggest this, but have you considered shrinking the head back a bit? Bipedal forms tend to suggest a much bigger scale with a slightly smaller head, and not just through a trick of perspective. Most living things see the size of the head relative to the body decrease as ages and grows.
Having to stick the logo somewhere on this guy sucks, though the chakra might be a good place to hide it. You could consider markings on the arms - some kind of ritualistic designs you could sneak the logo into.
All in all, can't wait to see this guy once you take him into Zbrush!
04 April 2008, 02:49 AM
Hi everyone, just wanted to post a quick update - I've done a bunch of tweaking and refining to my model, got it down to under 8500 tris for everything. I'm planning to use the extra poly's at the very end to smooth out some of the tentacles. Miqosis - I did a couple of tests with the size of the head since reading your suggestion but in the end I preferred the look of the larger head. hopefully I'll be able to get the sense of scale across once I pose him next to the details on the pedestal. I've also been playing around with the placement of the logo, and so far I've been most pleased with how it looks on his forehead, but I doubt I'll be 100% happy with it no matter where it goes... Here's where I'm at so far in Zbrush, I've got a lot more to do so it's going to be a busy week! Any comments or suggestions would be appreciated
04 April 2008, 09:42 PM
The forehead? Really? I would kind of hate to see the logo stuck onto that head design. I think the problem with a character that has no clothing or accoutrements is how difficult it will be to stick the logo on there. No matter where it goes it'll likely end up feeling like an afterthought. I would suggest the back maybe - tucked between the insectile legs on the small of the back.
Lookin' good - I like what you're doing with the feet there. kind of coolhow the anatomy of the tenacles just kind of drapes down around the calve muscles under the skin.
04 April 2008, 03:18 AM
Here's another quick update with some images of my Zbrush progress and an idea for a pose. I still have some details to flesh out and 1 more subdivision level to go. I'm going to start the pedestal tomorrow so I can combine all of the elements before finalizing the pose. If anyone has any comments or suggestions that'd be great! Thanks
Miqosis - I tried a different placement of the logo (the back of the head) and think I'll probably stick with it... maybe.
04 April 2008, 03:55 AM
Looking good. The details are really starting to pull this whole piece together. What do you have planned out for the pedestal?
04 April 2008, 03:17 AM
thanks - I'm trying to work out the pedestal right now but am having trouble nailing it... Oh and by the way the pose I posted was just me playing with transpose in Zbrush - it definitely won't be my final pose. This character needs a pose with much more weight to it! Transpose is fun though!
04 April 2008, 04:26 AM
Whew I made it - here's my final images. Final Poly count was 8998 tris. I was really running out of time near the end but I'm pretty happy with the final character. If I had more time I would've done a few more poses and spent some more time prettying up the sheets but oh well - Good luck to everyone!
Texture Sheet -OOPS I made a mistake in the text on this one, all textures are, of course, 2048 X 2048
04 April 2008, 06:10 AM
Bloody hell, man. Fantastic stuff. You should definitely be proud of this entry.
04 April 2008, 06:48 AM
Nice Job Mitch, Feels good to be done doesn't it? Sorry the City stuff didn't work out, but It looks great regardless.. Are you planning on doing anymore work on him for the future??
04 April 2008, 04:17 PM
Thanks guys - It's definitely nice to be done. These past couple of days have been intense - right after I got done last night my wife and I went straight to the pub to celebrate (I don't know who was more relieved, me or her) The only other work I plan to do with him is a turntable animation and refining the texture, construction, and concept sheets a little bit.
04 April 2008, 01:13 AM
Thats awesome dude! i love the one where hes comming outta the void!
04 April 2008, 01:13 AM
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