It's been a pretty hectic Summer already, but I've been getting things done slowly. My routine is to work a few hours every day to work on big models like the Enforcer and Engineer, and nights to work out props like knives, axes, bags etc. I've once again gone far beyond my design. I have been looking at the detail of Killzone: Shadow Fall models and they amount of details on them are just amazing. So I'm trying to mimic that. I've also moved on to a cyber-punk feel. Though lacking details, this model is going to end up blockier than I thought, which is okay. I've been watching Tom Paul videos on youtube and he's really good at showing how to come up with hard surface forms in Zbrush which has been essential in this process. I have also been looking at works by Vitaly Bulgarov who is a hard surface god.
My plan for the next few weeks is to get a weapon done. Of course, in this fictional universe I made, guns are powered by Thorium, so traditional ammo clips and belts won't be appropriate, so I'll have to embellish and redesign a very standard looking rifle to fit the mold here. I will also be working more on the Dinos soon. The reason why I haven't is that I already know what I want to do with them, so I'm working toward finishing the unknown, i.e., The Enforcer character.
This screenshot shows a 3/4 front and side view. The legs are being worked through, and the back is a little too high detail. Since this is a third person game, I think that it's a good idea to invest more time into the back, but I don't want it too distracting. I need to incorporate the UI elements, then some nice hard surface forms, then get out.
The most difficult parts to model have been the helmet, butt, and back of the leg regions. I'm thinking of throwing some graphene cloth forms in there to rest the eyes while moving through the character.
Also, ignore the sock-looking thing at the foot, I am waiting to clip off the feet once I finish block in of the leg portion. They're covering her boots at the moment.
My plan for the next few weeks is to get a weapon done. Of course, in this fictional universe I made, guns are powered by Thorium, so traditional ammo clips and belts won't be appropriate, so I'll have to embellish and redesign a very standard looking rifle to fit the mold here. I will also be working more on the Dinos soon. The reason why I haven't is that I already know what I want to do with them, so I'm working toward finishing the unknown, i.e., The Enforcer character.
This screenshot shows a 3/4 front and side view. The legs are being worked through, and the back is a little too high detail. Since this is a third person game, I think that it's a good idea to invest more time into the back, but I don't want it too distracting. I need to incorporate the UI elements, then some nice hard surface forms, then get out.
The most difficult parts to model have been the helmet, butt, and back of the leg regions. I'm thinking of throwing some graphene cloth forms in there to rest the eyes while moving through the character.
Also, ignore the sock-looking thing at the foot, I am waiting to clip off the feet once I finish block in of the leg portion. They're covering her boots at the moment.
Okay, TLDR, I know, but I have a couple more things to add. I had a few major design changes along the way which led me down this path. One, the enforcer character is now 17 years old. Why? Because I've been doing some thinking on the narrative side of things. I figured Earth is a horrible, terrible place in this future. So children are given a choice to join the space military or live on the streets. This character Joined at age 12 after her father was chosen to join the Idolian expedition. Not being keen on staying alone at such a young age, she pushed herself and became a Sergeant at age 16. She was elected Captain's Guard at age 17 and completed training at top of her class. It's reminiscent of every origin story ever, but it's not like the lowest performing soldier ever survives anything, especially large dinosaurs.
The second design point came from a sudden eureka moment. So, this is more returning back to fundamentals like composition and form, but I've decided to make some areas mirror those of dinosaurs. For example, the Deinonychus had three toes, so will this character. The boot being the middle toe, and the two mechanical assistance limbs at the sides will spread out upon walking to support the thorium device on the character. I will also be incorporating many dinosaur-crafted props with this design as well such as the machete that is in view. I like moving cloth so I'll be sure to have some incorporated out of skins and scales.
MOVING ON
Nothing really major happening with the Engineer character, but sometime last month I decided to Re-do both base meshes. They were terrible, and I admit it. These are better but I'll probably do them again for practice in August.
Females are much harder for me to sculpt. I think it's because there's softer forms and less muscular and bony landmarks that are visible. I've been looking at Ronda Rousey for reference but the forms never turn out. The Male is pretty solid for now, so I'll leave that one alone.
You'll notice she has no breasts. I recently removed them because they looked awful. They also get in the way of the chest plate, so they may never really be added but only suggested. My favorite areas are where her Sartorus muscle meets the ASIS.
The second design point came from a sudden eureka moment. So, this is more returning back to fundamentals like composition and form, but I've decided to make some areas mirror those of dinosaurs. For example, the Deinonychus had three toes, so will this character. The boot being the middle toe, and the two mechanical assistance limbs at the sides will spread out upon walking to support the thorium device on the character. I will also be incorporating many dinosaur-crafted props with this design as well such as the machete that is in view. I like moving cloth so I'll be sure to have some incorporated out of skins and scales.
MOVING ON
Nothing really major happening with the Engineer character, but sometime last month I decided to Re-do both base meshes. They were terrible, and I admit it. These are better but I'll probably do them again for practice in August.
Females are much harder for me to sculpt. I think it's because there's softer forms and less muscular and bony landmarks that are visible. I've been looking at Ronda Rousey for reference but the forms never turn out. The Male is pretty solid for now, so I'll leave that one alone.
You'll notice she has no breasts. I recently removed them because they looked awful. They also get in the way of the chest plate, so they may never really be added but only suggested. My favorite areas are where her Sartorus muscle meets the ASIS.