Scorpion God of Evening Meadow V2

 

Na verdade, em relação a primeira versão, foram apenas pequenas mudanças nos braços menores e patas traseiras. Para os braços menores, tirei o apoio e coloquei um par extra. para as patas traseiras, deixei-as menos encorpadas e removi os espinhos. Paleta de cores também mudou de verdes-limão para azul com cercamento de vermelhos.

Actually it was mostly minor changes on the lower arms and rear legs anatomy. For the lower arms, added an extra pair. For the rear legs, made them less bulky and removed some spines. Color pallete also changed, from the lemon green-ish I moved to a blue are with reddish fences.

As próximas duas imagens são das renderizações sem pós-processamento:

Here’s some bonus raw render imagens straight from the viewport, with no post ptocessing:

Scorpion_God_of_Eve_TorsoScorpion_God_of_Eve.blend

Este é o princípio de composição envolvido nos detalhes secundários (picos e vales mais visíveis de superfície). Eu chamo de ‘Focos com Ritmos Espirais”. Significa que um centro ou foco agirá como atrator de relevos positivos ou negativos expressivos e curvilíneos.

Also, this is the composition principle involved in the secondary details for both V1 and V2 (most visible surface peaks and valleys). I call it “Focused Spiral Rythms”. It means that a positive/negative focus or core serve as an gravitational attractor for expressive and curvy positive/negative reliefs.

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Anúncios

Character Design – Scorpion Titan

Tudo começou com essa armação feita com Zspheres quase um ano atrás sem saber exatamente o que eu poderia fazer com ela, quando eu ainda estava aprendendo os primeiros métodos de modelagem.

It all started this way: I’ve kept this zsphere armature I doodled for almost a year without knowing what I should do with it. 

armature

Então eu senti a necessidade de modelar algo orgânico, estava afim de fazer um aracnídeo inteligente e cruel, algo que viva nos túneis frios e esquecidos de uma cidade antiga e soterrada. Bom, as coisas mudaram um pouco desde então. enfim acabei fazendo essa coisa pontuda:

Then I felt the need for some organic sculpting and I was in the mood for some cruel and dangerous looking intelligent arachnid, someone that lurks into the shadows of cold forgotten tunnels of an ancient buried city (Hell yeah, but lore changed along the way). Then I blocked this pointy thing:

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Com a blocagem básica feita, hora de uma iteração acima para detalhes. Comecei pelo tórax.

Basic blocking done, time to move for another iteration of details. I started with the chest From the first one it went to the second with protuberances

ZBrush Document2015-12-12-01.23

Hora de ir para um estágio avançado de detalhamento. Provavelmente este pedaço foi o que mais consumiu tempo na modelagem (os espinhos nos ombros foram demitidos com o tempo)

Moved to a higher level of detailing. Probably the stage that took most of the time (those shoulder spikes were dismissed after a while):

ZBrush-Document2

Alternativas de design para a cabeça:

Time for the head design, did a few alternatives before the final one:

 

Agora o corpo e os primeiros estágios da pinturam ainda focando em uma paleta de amarelos:

Now, the body and the early stages of painting (still focusing on yellows pallete):

body-halftorso-2

Depois disso comecei a preparar os materiais no Cycles enquanto fazia alguns testes preliminares com BPRs do ZBrush:

After that I started to prepare the materials in Blender Cycles, while doing some preliminary tests with BPR passes in ZBrush:

old

 

Transformei uma das minhas fractais feitas no Apophysis7x para fazer as cores e luzes da íris:

Transformed one of my fractals done in Apophysis to create the color and emissive map for his eyes:

iris

Finalmente, a composição dos BPRs:

Finally, these are the render passes for the Zbrush BPR render composite.

BPR-PASSES-COLUMN

 

Scarabaeus – Behind the scenes

Finally the whole project has been completed. Links for either Behance or Artstation contains full-res render artboards.

Behance

Artstation

Formerly known as “Desert Worker” or “Desert Elite”, I’ve decided to call him “Scarabaeus”, which is a name I usually take for anthropomorphic role-playin characters whose personality and kinesis are insect-like.

Scarabaeus is an alien entity (the suit itself is the alien as a whole) capable of creating. Well, now he’s got a shape and is not a Stargate fan concept anymore.

That influenced me to modify some pieces of design. For example, his eyes were meant to be big and one pair only. Now the’yre small, linear and two pairs. The beak would be eagle-like, now they’re turned downwards to resemble some insect’s mouth. Also, a pair of wings was planned, instead I’ve put a pair of insect wings-like blades and relocated the antennas to the shoulders and back (suit preserves the functionality – though he’s not an insect per se). The grunge worn down pieces were preserved ‘cause it still fits the new concept.

The hard-surface mesh was created to be the plating suit, not the whole alien itself. That made it/him little poseable, since there’s no additional clothing/mail/clamps to hold it tight. I’ve tried a few of them (thanks to my friend and artist Jesus Maia for the feedback).

board-posing

Here you can see the separate pieces and how I painted the env/glossy/spec (ended up mixing with a lot of procedural grunge though)

board-strip-pieces

In these two artboards you can see how I managed to position the panel loops to create the multi-layered armor. The rythmic lines guiding the antennas were made to counter-balance the standing pose of the Scarabaeus suit. The below picture has some black areas to contrast some layerings.

Board-Keyshot-2 Board-Keyshot-1