Dominance War II: Anole

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Old 02 February 2007   #1
Dominance War II: Anole

Ok I'm in..

Baby steps. Just getting my name in now..
I'll post a concept in bit..

Last edited by Anole : 02 February 2007 at 04:35 AM.
 
Old 02 February 2007   #2
concept

Ok here we go.. I have a concept generously created by Vinod Rams.. Concept artist extraordinaire..We will deal with fitting story around him later.. I thought it more important to think about how I'm going to build this beast..

Start max modelling here



Brought it in to mudbox here very quickly just to check usability of the mesh and edgeflow..


More to come soon.. got to get to work on those legs..

Last edited by Anole : 02 February 2007 at 04:26 PM.
 
Old 02 February 2007   #3
wicked concept, hats off! cant wait to see more.
 
Old 02 February 2007   #4
wow

very neat concept dude.
 
Old 02 February 2007   #5
Nice to see someone else going the four-armed route, sweet concept.
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Old 02 February 2007   #6
Really impressive concept, and modeling. It seems this model will turn into something really good.
 
Old 02 February 2007   #7
beauuutiful concept
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Old 02 February 2007   #8
Thanks for the comments..
Small update..
  1. Legs are little better now
  2. I decided i'm going to need more max modelling on the head to make mudbox-ing him easier..
  3. General proportional changes. I will be doing some more adjustments.. pushing it to extremes, then pulling back till I get something more visually impressive. Right now his proportions are too "realistic"

 
Old 02 February 2007   #9
Fantastic work! How can you get those smooth shapes with low poly?
 
Old 02 February 2007   #10
excelent stuff. im loving this, the face is fantastic its very symmetrical which could go against you tho
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Old 02 February 2007   #11
Awesome concept and modeling process!
congrats
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Old 02 February 2007   #12
hey anole!

-i'm really digging this concept.
the 3d seems to be well on it's way aswell. though, the concept looks abit more "buff" and weighted. guess that will come later on as you progress.
keep it up.

-r
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Old 02 February 2007   #13
accurate modelling of fat and muscle....with sinew and skin texture to create contrast....could make this guy really impressive.

For speed, I recommend modelling only 1 arm/hand in mudbox....and cloning it in Max.
 
Old 02 February 2007   #14
small update, big changes..
First some replies

Medunecer- I'm not sure what you mean, the base mesh is low poly but I've brought the torso into mudbox, and am using sub d surfaces in max..

Robert Fletcher- Thanks for the input. I am not too concerned about the mesh being symmetrical. The skinning and posing will offset most of that, and I will probably do a "damage " pass on it.. It is a golem after all.

foche- Thanks!!

abyss- Yeah one of the things I focused on for this last pass was proportion, and mass. It is tricky because you can hide alot in a 2d concept. Like his lower arm looks like it juts into his upper arm. But you have to resolve that in 3d and still make it look like the concept. I think I got a good way to where I need to be. By no means done.. I'm sure I will be tweaking even after I render my normals..

2byts- Thats the route I'm going. Im posting the mudbox torso image.. he's truncated at the forearms and legs, where I will use instanced geometry.. The upper and lower arms need to be modelled for them to interact correctly with the body..

So since my last update I did alot of scaling in max/ reimporting into mudbox.. back and forth.
Got my proportions to a relatively good state. He is beefed up quite a bit from the last time.. I've been wrestling with head scale and the legs. They are on my bug list..

Now going to bring my torso into mudbox and detail it out in earnest..

 
Old 02 February 2007   #15
awesome, and fast as hell! can't wait to see the finished version in 5 min
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