HARDCORE MODELING!: 80's Cartoon:TMNT - The Shredder Re-Design


#1

Hey, first time entering a competition of any kind, and more or less my first time really using Z-brush for any purpose, so, should be good practice.

I decided to do “The Shredder” - Oroku Saki, as my redesign as he is pretty much a great classic villain. Rather than the goofy idiotic type he was portrayed as in the western style 80’s version of the cartoon, I’d rather he portrayed as what he was underneath. An agile, powerful ninja, with samurai style armour.

My initial concept arts;

Base mesh;

Sculpt so far;

Old screenshot of rough armour based on image 2 of the concept art;

I’m attempting to stylize the character so that his proportions are slightly cartoony and in a similar style, probably the most recent example, as the henchmen in the Disney movie; Bolt.

CnC and advice welcome.


#2

I don’t mind the proportions of the character, but those shoulder pads are HUGE. lol.


#3

I may indeed end up revising those a bit ;D


#4

Like the concept art.

One Crit with his slim waist and larger shoulders he reads very feminine at the moment.


#5

Very stylized, that’s cool, but like Geta said, waaaayyy too big on the shoulders. :smiley: I think the pads would look good if the spikes weren’t so huge.


#6

That’s the normal map on the 2,300 ish Tri mesh. (The face doesn’t have a normal map yet, since I’m also unwrapping it suitable to use within Unreal 3)

I’m thinking I’ll model the armour almost entirely in max then, not trying to get it into Z-brush, because I’ve never really done any hard surface modelling, especially armour.

Noted to reduce the shoulderpads, and have some adjustments on the spikes XD.


#7

I don’t think those shoulder pads are too big. Taken into account with his cape, helmet and the rest of his armor, I think they are just the right size for this character. But the spikes could be randomized a bit, instead of being in a neat row.

Looking great, man.

-Rage


#8

Just an update on the shoulders, still struggling with this “hard surface” modelling, but, getting there, considering adding some elbow pads, revising how the spikes will work etc.


#9

Update, need some more tweaking, but general shape / armour is layed out now


#10

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