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Dim
12-01-2011, 12:57 PM
New guy here. Will end up at game spec.

http://dim.blenderge.com/Images/alienBust/alienBust_01.jpg

Dimfist
12-01-2011, 01:20 PM
Great start. I think you have to refigure that anatomy on the ribcage. It just doesn't look like it could support another set of arms. dunno just my 2 cents.

Dim
12-06-2011, 04:22 PM
Thanks man! This is one of the first times I've done tertiary, so I could use some help with that.

http://dim.blenderge.com/Images/alienBust/alienBust_02.jpg

http://dim.blenderge.com/Images/alienBust/alienBust_03.jpg

http://dim.blenderge.com/Images/alienBust/alienBust_04.jpg

Dim
12-06-2011, 06:24 PM
Quick composite test. I'm also thinking about scales for the underchin-skin. Could really use some help overall though.

http://dim.blenderge.com/Images/alienBust/alienBust_05.jpg

http://dim.blenderge.com/Images/alienBust/alienBust_06.jpg

akacg
12-06-2011, 08:02 PM
Keep pushing it , it looks good so far.

Isaiah Sherman
12-06-2011, 08:05 PM
I think you're jumping into detail too fast. You subdivided your mesh too quickly and you've lost structure to a lot of important shapes and folds that skin, muscle, and bone naturally has.

SasoDuck
12-06-2011, 09:24 PM
Is [he] going to have slitted snake pupils or human round ones?

JacqueChoi
12-06-2011, 11:26 PM
Mr.Kite did a really good job of creating multi-armed anatomy.

http://www.gameartisans.org/forums/showpost.php?p=36275&postcount=110

Dude rules.


Arm usually starts with the pectoral, and ends with a latissimus dorsi. Try to incorperate those into your anatomical design.

ShootandRun
12-07-2011, 12:36 AM
since your guy is kinda dinoish might be cool to look at this guys work
http://www.zbrushcentral.com/showthread.php?56604-wip-(nudity)&pp=15&highlight=skin%20alpha

also Thane:
http://www.pixologic.com/interview/mass-effect2/6/img_lrg/Thane02.jpg

(are you going to have to texture him?)

Dim
12-07-2011, 11:23 AM
@Haiasi: Definitely agree with you here. I'll look to retrofit some of those in. We'll see how it goes.

@SasoChicken: Looking to combine these eyes.

http://msnbcmedia.msn.com/j/MSNBC/Components/Photo/_new/AT-Animals_Eyes_02.photoblog600.jpg

http://www.strangezoo.com/images/content/162603.jpg

@JacqueChoi: Thanks for the ref! His arms are pretty different, so I've tried to add a second shoulder girdle to the ribcage. This was my thought behind it when I built it.

http://dim.blenderge.com/Images/alienBust/alienBust_07_anatomy_01.jpg

Would another image for the head be helpful? I also built that with the anatomy in mind.

@ShootandRun: Yeah, Thane is a fantastic reference, and those dinos are great too.

SasoDuck
12-07-2011, 11:29 AM
Did you just call Krios a dinosaur?

Dim
12-07-2011, 12:46 PM
Heh, nope. Look at ShootandRun's post.

SasoDuck
12-07-2011, 01:03 PM
I kid, I kid :)

Dim
12-10-2011, 02:50 AM
Here's my basic color target. Thoughts?

http://dim.blenderge.com/Images/alienBust/alienBustColorTarget_05.jpg

Torch
12-10-2011, 08:54 AM
That's some pretty cool work, not sure about the colors though....I think the blue really clashes with the rest of the model. Maybe try a more desaturated blue to blend it better? Just feel like right now that bold blue turns into the main focus of the character, when actually you want your eyes to be skimming all over the alien, not just his neck :) What about a more pale red, like what you have on the eyes? At least then you keep it in the same color scheme while having enough variation to work with. I even think the beige on the chest would work for the neck too. Keep it up!

Dim
12-10-2011, 11:09 AM
I'd really like to keep some color contrast in there to keep it from all ending up warm. I'll try a few other things, then maybe I'll default back to red (and be sad). Any better?

http://dim.blenderge.com/Images/alienBust/alienBustColorTarget_06.jpg

darbeenbo
12-10-2011, 02:43 PM
I think thats better, but right now it still seems kinda strange that its just the neck that is that color. Maybe if your incorperated it into the pecs or shoulders? It just out of place. The neck gives me more of a fish vibe than reptile.

artsymptom
12-10-2011, 03:33 PM
Try to use 3dcoat for your colors, without specular looks wierd, but you are doing a good work.

SasoDuck
12-12-2011, 09:40 AM
Some stuff you could work with to perhaps get some color ideas:

http://www.petswelcome.com/articles/wp-content/uploads/2010/09/2700592211_005151782e.jpg

http://www.public-domain-image.com/animals/reptiles/snake/slides/snake-reptile.jpg

http://idesigniphone.net/wallpapers/53929.jpg

http://www.freewebs.com/bestbetreptilepet/800px-Blue-toungued_skink444.jpg

http://static2.bigstockphoto.com/thumbs/2/3/2/large2/2322604.jpg

I think maybe that fat lizard is closer to what you're going for. I'd probably make the eyes the same color as the neck just to keep it consistent.

Hope this helps

Dim
12-12-2011, 04:17 PM
Think I've incorporated most feedback.

@Artsymptom: Those were just PS paintovers, I'm actually polypainting in Zbrush.

http://dim.blenderge.com/Images/alienBust/alienBustColorTarget_08.jpg

darbeenbo
12-12-2011, 04:39 PM
MMMmmmm...That's lookin' pretty hot. It would be great to see some of that same treatment going along the spine. I think it would give a bit more visual interest to the back and make those bumps pop a bit more. Perhaps even where the shoulder muscle connect and/or at the base of the back of the skull.

Dim
12-21-2011, 01:20 PM
Could use some help with this. I'm trying to render with Marmo, but I have these weird black spots that show up everywhere. Here's the issue and my mat setup. There is a single pointlight in the scene. I would be particularly interested in hearing from EQ or Perna or whoever else is involved w/ 8Monkey. Thanks!

http://dim.blenderge.com/Images/alienBust/borked_01.jpg

allaze-eroler
12-21-2011, 05:50 PM
seem that you're using an old version, you need to update your marmoset toolbag :) also, very cool work, i always keep an eye on it because it was very inspirationnal ! :)

Dim
12-23-2011, 09:02 AM
Heh, that cleared it up, thanks!

Edit: nevermind, they still exist :(

TDub
12-23-2011, 10:10 AM
My guess is that marmo doesn't like to render hp versions.

But one thing to try, is scaling down your model like 50% before export. Some engines have tearing if the models are too large/small compared to their unit size. If it gets worse, try scaling it up 50%

Dim
12-23-2011, 09:18 PM
Edit: Thanks TDub, scaling on import worked like a charm! Since I started in ZBrush with Dynamesh, the scale was borked from the beginning. Also, this is the LP, not the HP :)

Update. I'll get back to this, but for now I think it's in decent shape. I have a turnaround prepped as well, but I can't export it from Blender because it keeps crashing, so I dunno what to do about that. If anyone's used the VSE (metalliandy perhaps?) and could point me towards a solution, that'd be great. 5700 tris. Uses diffuse, normal, specular, gloss, alpha, skin tone, skin mask, and translucency maps of various sizes stuck into various channels. Rendered in Marmo.

http://www.brandonphoenixart.com/images/content/alienBust/01-alienBustSculptBodyFront.jpg

http://www.brandonphoenixart.com/images/content/alienBust/02-alienBustSculptBodyRear.jpg

http://www.brandonphoenixart.com/images/content/alienBust/03-alienBustSculptBodyWires.jpg

http://www.brandonphoenixart.com/images/content/alienBust/04-alienBustSculptFaceFront.jpg

http://www.brandonphoenixart.com/images/content/alienBust/05-alienBustSculptBodyFront.jpg

http://www.brandonphoenixart.com/images/content/alienBust/06-alienBustMaps.jpg

LRoy
12-23-2011, 11:28 PM
I think a slight pose would really help add some character to him and help finish it off. Something like a slight twist of the shoulders would work.

Busts typically aren't sculpted head on like that.

http://www.sciencemuseum.org.uk/images/object_images/535x535/10284961.jpg

Dim
12-24-2011, 08:39 AM
How right you are! Will do when I get back.

Dim
02-24-2012, 10:31 AM
Finals are up and posed!

http://www.brandonphoenixart.com/images/content/alienBust/01-alienBustSculptBodyFront.jpg

http://www.brandonphoenixart.com/images/content/alienBust/02-alienBustSculptBodyRear.jpg

http://www.brandonphoenixart.com/images/content/alienBust/03-alienBustSculptBodyWires.jpg

http://www.brandonphoenixart.com/images/content/alienBust/04-alienBustSculptFaceFront.jpg

http://www.brandonphoenixart.com/images/content/alienBust/05-alienBustSculptBodyFront.jpg

http://www.brandonphoenixart.com/images/content/alienBust/06-alienBustMaps.jpg

Edit: so, since I overwrote the previous files on my server, the images below are now identical, my bad.

BlvdNights
02-24-2012, 11:30 AM
Looks great, but the up close shot shows how low the resolution is on the face.

Dim
02-24-2012, 01:53 PM
Thanks man! I really should have used 2 maps (1 for face, 1 for body) rather than a single one.

darbeenbo
02-26-2012, 08:39 PM
That final pose really helps to sell this guy. I can't help but wish you had gone all the way with some legs and arms, but this is a phenomenal study. I'd also like to see the scaley under neck area incorperated elsewhere, perhaps in the armpits?

ShootandRun
02-27-2012, 11:03 AM
I really like those eyes, is there an emissive on them?

Di$array
02-27-2012, 11:27 AM
Really nice pose for the alien creature. Maybe you could add a sharpen filter onto the diffuse to see if you can regain some detail.

Dim
02-29-2012, 09:54 PM
@Darbeenbo: I'd also love to finish this guy. Maybe I'll take another crack at him later. As for the scale, I was looking for this to be a sexually selected feature (ala red winged oriole (http://www.pinebarrensanimals.com/web_images/pix1/redwingedblackbird1.jpg)).

@ShootandRun: No emissive, just straight diffuse. I actually also built a second mesh over the eye to get proper reflection and wateriness, but I really couldn't get marmoset to make it work for me.

@Di$array: I did some sharpening on the back, but I avoided the face to prevent it from getting crunchy. Definitely worth a shot though, because the quality difference is apparent. I'll check it out.

pseudoBug
03-01-2012, 02:07 AM
Sexual dimorphism.




The more you knoooowww *sparkly shooting star*

Dim
03-01-2012, 05:52 PM
Ha! Thanks Pseudo.

I read your post aloud (in my head) and actually laughed :)

Dim
03-01-2012, 07:05 PM
Not seeing your images there...

njc6425
03-13-2012, 03:26 PM
Looks awesome man, but with final renders i think its best to avoid showing the cut off point with busts unless youve textured it, i feel the huge grey section of the torso slightly ruins it, but besides that it looks insane!!

Fred2303
03-13-2012, 04:25 PM
cool characters dude!

Kalama
03-13-2012, 04:41 PM
I'd really like to keep some color contrast in there to keep it from all ending up warm. I'll try a few other things, then maybe I'll default back to red (and be sad). Any better?
http://www.slowliving.info/ht3.jpghttp://www.slowliving.info/jh.jpghttp://www.slowliving.info/bh.jpg

I'd agree with the statement about the addition of contrast. Maybe adding a more intense blue or green somewhere on the body would help.

Dim
03-15-2012, 03:21 PM
@njc6425: I agree that it's not optimal, I really wish I had time to complete the character. I terminated them that way because I wanted to make sure the viewer understood that I didn't intend the piece to be complete.

Really wish I could see Jeremy23's images....