Been feeling like updating my alien characters. With them I try to mix avian/Pterosaur features with mammals, but basically they're horny bat monkeys.
She's Sunny and she never smiles.
Been feeling like updating my alien characters. With them I try to mix avian/Pterosaur features with mammals, but basically they're horny bat monkeys.
She's Sunny and she never smiles.
Hello guys, time for some updates. I started a Polycount thread to avoid spamming this blog too often, but updating this in bigger batches as well. I should really update the Wild West challenge but work is black on black so I need to do something fun to reset.
Wanted to make sure the head topology works well since she's quite a lively character, so made a few expression tests. Teeth are really hard to do man, I didn't have a good base.
Also a new design (3), more of a traditional hazmat suit which I ended up liking. Currently I'm pretty happy with my options so I just need to decide which elements to keep which to update and which to throw away.
Posing in ZBrush with Dynamesh topology is a pain in the ass, especially with the long labcoat.
Slowly updating her between all my other stuff, which is actually useful since I get to think things through more.
Testing out hairstyles since the armor can look too busy with a wrong hairstyle.
Also slightly updated her armor thingy. Still super unpolished but I kinda like the idea that the liquid would slosh around in the containers while she moves and refilling the liquid would also work as a secondary animation for a skill reload.
And thinking about reloads made me want to try weapon sculpting. Didn't go well at all, but at least now I understand the importance of 2d thumbnails with lots of reference to steal from. The weapon is going to be a two-handed minigun/flamethrower mix, at least silhouette-wise. Long and thin, because she's kind of a lanky nerd and don't want it to mix with Zarya's gun too much.
Some mask options before I get too attached to the first version, which always tends to happen. The yellow is a problem currently, it's her main color but now it's too overwhelming and makes the face a bit hard to read. The yellow eye is due to an accidental exposure to her own toxins.
Also time for an another design before I'm too busy with the ArtStation challenge:
Wanted to mix the previous hazmat suit with the lab coat. Lots of layers which I like and the lazy way she wears the coats does reflect her personality more, but I have a feeling the shoulder area is going it to be super annoying to rig and pose.
Next I really need to focus more on the shoulder armor thing before I do any more tests with the full design. Besides the weapon, it's probably going to be the most important element silhouette-wise for her so I have to get the idea right in order to build the rest of the design over it.
So I started an Overwatch fan project of a character of which I’ve had a (very) vague idea in my head for a long time now. Like always this ended up to be a bit bigger project than I had in mind so decided to make this a proper design challenge for myself.
She’s called Vee and she’s a toxicologist from New Zealand. Weapon? No idea. Skills? No idea. Role? Probably DPS.
She started as a really typical scientist design with a white lab coat (naturally) because I’ve always loved smart characters with science-y backgrounds. Very quickly it became clear that the design was too close to the Junkrat's Dr Junkenstein, and overall just too bland design-wise to easily turn it into anything interesting.
A traditional scientist then turned into a chemist, but a plain chemist felt a bit too simple. It doesn’t really tell anything interesting about the character so I wanted something more uh, realistic, since chemists specialize in various fields. Similarly as Mei is a climatologist instead of just a scientist.
So she ended to be a toxicologist. Mainly because the odd career choice fits the idea of the personality I had in mind for her, and I'm fascinated by toxins and bio hazard stuff.
So now I’m just trying out whatever ideas come to my mind. There's no end in sight.
Also I can't control myself so I keep sketching out things that are more background story-based, but eh I can maybe make skins out of them. This is her old bio lab suit, I call it 'Say my name' ¯\_(ツ)_/¯
I like to waste my time thinking about alien biology, and sexual dimorphism is one of my favorite subjects. Started updating these guys a long time ago, then got bored, but then Sculptris pro mode happened and now creative sculpting is fun again.
Horns are the quickest way to tell rangi males and females apart from each other. Females have a secondary horn structure, the ‘crown’, which starts to develop soon after birth. They’re always unique in shape, but somewhat hereditary so you can usually tell which family line an individual comes from by the shape of their horns. They also keep growing as they age, so matriarchs look pretty rad. Males are more mellow both in looks and temperament.