Henrik Martin Larsen has entered “B-Movie”.
B-Movie Entry: Henrik Martin Larsen
Okay. This is the beginning of my project: Stalin’s Supermen. It is based on an idea Stalin had - to cross apes and humans, so as to get a super soldier, impervious to pain, mightily strong and above all: a soldier who wouldn’t complain about the food
The main idea is to have these ‘supermen’ charge a small German foxhole in the outskirts of Stalingrad (1942), though set in a somewhat fantastical setting since we are dealing with B-movies. The creatures will have gadgets.
I am relatively new to this and it is my first competition. I have no sketch for my idea, or layout, but will instead make the figures first and pose them in a rough model. I know it is not standard to do, so sorry if I’m a bad example.
There will be a handful different ape soldiers and a handful different Germans all in various poses, besides weapons, bombed-out buildings and the like. I started by making a gorilla ZSphere model as a base and from that went on to make a life-like pose, so as to get a good feeling for the different muscle groups and look for it to look even.


Then, I started from scratch again with a better idea of working the ape soldiers. Starting with Zspheres, I posed each mesh in different settings, turned it into adaptive skin and from there beefed it out with the inflate and move brush. I was not going for detail since it simply was to serve as a base for the uniforms.

And this as adaptive skin:

I will later place hands, feet and head separately all done from Zspheres. All of these can be made as a base for all the forms and from there modified individually.
When I had a decent pose and bulk to each, I exported them into 3DS Max to make the uniforms. Each had to be different, of course different rank and equipment. The way I made the uniform was probably not as it should by using garment maker or similar. Instead, I added the shell modifier to the base mesh, selected the outside, moved it aside and detached it from the main mesh. Then, I re-centered the pivot point in both the inner mesh and the uniform mesh, lined them up at center, so that the uniform completely covered the inside still as a shell, but separate. Then, I got rid of the polygons at the sleeve ends, opening them up the same for the pants, as well as neckline. I then applied a cloth modifier to that, set it as default and let it fall on the inner, very rough figure. The result was really not that good, but it was a start. So I brought it back to ZBrush, upped the divisions and added the folds, cuffs and pockets.


And another uniform:

They are not done, though. There are still lots of details to be added.
Here is a helmet started in 3DS Max 2010:

From here, I will add various belts, weapons, the helmets, teeth, eyes all as subtools.
I then plan to paint it (them) in Zbrush, bring it all into 3DS Max and set it up in a war-like, desolate, bombed-out urban environment most likely with a greenish, yellowish lighting, lit by a churning, distant sky and burning embers. That will follow later, though, and I hope to make some headway this weekend. Thanks.
Henrik Larsen
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