Character - Chompy


#1

This is a character I made recently, largely for practice and to develop a nice workflow integrating sub-d modelling in Max, detailing in zBrush, and texturing with procedural textures plus zBrush and photoshop painting. He is based on a character sketch by the excellent James “Hawkprey” Hawkins.
The central idea behind the workflow is building hi-res models suitable for being baked down to game-res or cinematic res, with additional texture work done once the model has been baked down. See the AVI of his weapon for an example of a completed game-res weapon with a finished texture.

http://kevinalbers.com/Chompy.htm

-a link to Hawkprey’s sketch - http://www.hawkprey.com/chompy.htm

The link includes a few images and a couple of AVI files.

Comments etc welcome :slight_smile:

-Kevin


#2

wow…solid, patient work…

I’m just seeing a few things that can make the essence of the modelled character closer to the concept sketch…

  1. the Jaw: Since the character’s main feature is it’s “Chomping” mouth, you should make sure that it stands out as such. I was comparing the concept sketch jaw and the modeled jaw, and there is a significant size difference. Model the Lower jaw so that it prodrudes more…You need to exaggerate this part quite a bit…

  2. The Neck piece: The neck piece is an important part of the demeanor of the upper body. In the sketch it’s more like a neck armor meant to guard his neck, while in your model it’s more like a big necklace. Also, the spikes on the back of the neck guard are also very important to the characters appearance…exaggerate those somewhat.

  3. Dangling pieces of Linen: In the sketch the artist has used the dangling pieaces of linen probably with the intention of dramatizing it’s movements. The straps under the left shoulder guard you completely missed out, while they’re a really important part of the final, animated model.

  4. The organic, and geometric contrast: I noticed that the armoury looks a bit smoothed…If you modeled these in max, then, you should certainly set smoothing groups, to give iron pieaces a “hardness” and a “sharpness” to them. There should be a strong contrast between materials.

The Lower body looks really good. But here also, you can set smoothing groups for the iron parts (ie, the shoes).

Keep it up, I really like what you’ve done…


#3

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.