Chris Paul has entered the Machineflesh 3D Challenge.
Machineflesh 3D Challenge Entry: Chris Paul
Well, thought I’d finally get off my ass and stop lurking. This seems like a pretty great topic to enter in on, and I’m really looking forward to it. Might be a little slow gettin off the ground cause RL is hectic atm, but here’s my first idea for this challenge…
Biotech Scientist
Living a solitary life in the mountains, this fellow dabbles in the mysteries of life. Trained in both the natural and technical arts, this character seeks ways to combine the two distinct aspects of the world–the natural and the artificial–into a more perfect whole. To this end, he has modified himself to become more versatile in his research activities by removing several biological components and replacing them with multi-purpose sockets, to which he can attach any number of alternate appendages, both biological and mechanical (or a combination of the two). Specifically, he has severed his torso at the waist, replacing his legs with a single attachment point that can be hooked up to many modes of locomotion. In addition, his left arm has been removed, and a large socket has been implanted in his back.
That’s the basic outline of the character. The attachments I’m talking about will be anything from mechanical vehicles to biological parts from other creatures. I haven’t worked out anything specific, but I’ve got a few ideas. I’m hoping to put him in his workshop, as all the attachments are a part of the character, but this may be too ambitious, so we’ll see how it goes.
Anyway, questions and critiques are welcome, even though there’s not much to see quite yet. Concept pics will be up soon, hopefully, to help explain what I’m talking about.
Here’s a quick sketch just to get ideas flowing. The sockets in the shoulder, waist, and back need to get better design, but I think I like the body type for now; sort of a sturdy blacksmith type. He still has to make use of the muscles that he still has, although he’s developing a paunch because running doesn’t really work his remaining body too hard.
Just an idea for scene composition. Really early for this, but the image was kickin around in my mind so I threw it down just to start thinking about it more.
I’m having some issues getting a shoulder mount designed. At first it seemed pretty simple, just remove the arm at the shoulder joint and replace it with an artificial socket. However, the more I thought about it, the more problematic that seems.
For example, if the arm is removed at the shoulder socket, you necessarily have to remove a bunch of muscles, and not just on the arm. The pectoral muscle is connected to the humerus, which means when the humerus is removed, either you have to remove the pec and replace it too, or else detach it on one end and make it totally worthless.
So one option is to remove the pectoral muscle and replace that with a mechanical component too, in order to retain the same functionality in the arm. The other option is to sever the arm just below the deltoid and pec, and place the socket halfway down the humerus. This wouldn’t really limit the movement of any of the attached arms too much, at least I don’t think so.
Here’s an image illustrating this problem:

Any thoughts on this?
Cheers,
Chris
Quick test with a giant crab claw inserted into arm socket and mechanical spider legs jacked into waist. Not sure what to do with the head yet. I doubt he’ll have any replaceable parts on his head, no bionic eyes or anything. He looks pretty young in this too, I’ll probably make him quite a bit older, late middle-aged most likely.
Started modelling the parts I know I want for now. Here’s the head I’ve got so far, smoothed once. I’d appreciate crits on the mesh and whether it looks like it’d be good for animating. I have little experience with that part of the process, and I might want to take this char that far.
Thanks,
Chris
It looks animatable to me, the loops seem to be in the right places, he should be able to have a full range of mouth/nose/forehead expressions. I’m looking forward to seeing you model some mechanical aspects as you seem to have the organic stuff down
Good luck and it’s nice to see lots of Vancouverites in thsi challenge.
Brad
overall I think its a modelled quite nicely, maybe a little more definition in his neck/jaw would be nice.
I don’t think there should be any mesh problems for animating.
Simon
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