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Hi blender artists, I've just entered the latest CGTalk Challenge: "Steampunk Myths & Legends". I haven't touched blender or anything artistic in ages, so I'd really appreciate all the suggestions, crits and help I can get.
I'm thinking of doing the Loch Ness monster steampunk style, and the story I have in my head goes something like this: "A priest is out on the lake seeking to banish a monster from its waters. The monster lurches out of the water and almost topples the boat on which he stands. In its belly burns a dull fire that streaks through thin veins up its long, tapering neck. Its head and jaw are a complex network of slowly moving parts. The jaw of the beast opens with a surprisingly soft hiss, an empty sound out on the lake. The priest grips a cross tightly in his right hand and raises it until it is directly between the beast’s eyes and his. A small puff of steam leaves the top of its head before it devours him whole." I got this idea from the legend which suggests it was first "sighted" around 500 A.D. by an Irish missionary. I've attached a basic composition. I have to apologise for the cruddy quality; I'm pretty terrible at 2D. The blob in the top left it going to be a castle or something else to make it obvious that it's Loch Ness.
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English: Who's your daddy? Python: object.getParent() WIP: http://blenderartists.org/forum/showthread.php?t=141189 |
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#1
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Hi there!
It seems to me a great monster to steampunk! Through your short storyboard i imagined something like a burning furnace in his chest, roundish-like. Some tubes going from it to the head part (losing steam through tiny invisible holes) Also imagined those round yellow eyes made of glass (i'll try to post a basic drawing of them later) and maybe a brass-made head. I know i'm wandering, but hope it helps you to get some ideas! Greetz
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Slowly getting inside the world of 3D... WIP: Skateboard |
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#2
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If you can find it, have a look at the sleeve art from the "war of the worlds" original Vinyl.
Its pretty much what you are aiming for i think. |
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#3
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Thanks for the ideas Khell[PT], you got my imagination up and running again. I'd like to see the idea you have for the eyes.
Thanks for the reference Tedcase, it's crazy how well it fits. I've done a bit of modelling just to get the shape of the monster right. The skeletons of plesiosaurs (which I'm basing it on) have veeery long necks, so I'm worried that I'm making the neck too long to be menacing...or is it fine?
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English: Who's your daddy? Python: object.getParent() WIP: http://blenderartists.org/forum/showthread.php?t=141189 |
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#4
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I don't think it's too long to be "menacing". Just get some nice upward angles and the extra length will help.
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#5
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Glad i could help
but your description was the one who made my imagination run! I'll post a drawing of my eyes idea later cause now i'm at work :PEDIT: Ok so i'm at work but i had the chance to draw sth, my skills are not that good but i hope you'll understand. ![]() ![]() This is amber glass: http://www.taillightking.com/images/Reflectors/Do-Ray_Tiger-EY_Hex-Flex_AmberGlassReflectorLens.JPG and http://i.pbase.com/g4/01/675501/2/61904106.HMhB1o7d.jpg Good light effect i imagined coming from the eyes: http://farm2.static.flickr.com/1008/652445921_dccc88a476.jpg?v=0 and http://farm3.static.flickr.com/2037/2227509100_1286b7927a.jpg If you have any trouble seeing the drawing let me know cause lately i've had some issues with imageshack. If you want i'll try to draw/show the idea i imagined for the chest too. Keep up the nice work till now
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Slowly getting inside the world of 3D... WIP: Skateboard Last edited by Khell[PT]; 21-Nov-08 at 09:18. Reason: Drawing ready :) |
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#6
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Hey, here's my first go at the eyes. Thanks for the inspiration Khell[PT], the references were quite helpful. I went with a somewhat simpler look than the one you suggested.
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English: Who's your daddy? Python: object.getParent() WIP: http://blenderartists.org/forum/showthread.php?t=141189 |
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#7
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Hey, sorry for taking so long to update. I've started on an idea for the teeth/jaw. Please let me know what you think.
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English: Who's your daddy? Python: object.getParent() WIP: http://blenderartists.org/forum/showthread.php?t=141189 |
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#8
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Hey, I finally found some time to have a good session with this. I finished modelling the head and vertebrae. Please let me know what you think. Thanks.
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English: Who's your daddy? Python: object.getParent() WIP: http://blenderartists.org/forum/showthread.php?t=141189 |
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#9
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Here's a model of one the flippers. Crits would be greatly appreciated.
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English: Who's your daddy? Python: object.getParent() WIP: http://blenderartists.org/forum/showthread.php?t=141189 |
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#10
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I don't think that render really shows off any steampunkish stuff on teh head. Just looks like a mongolated skeleton. Half the design behind steampunk is recreating the muscles tendons and circulatory system of the animal with industrial parts. The jaw muscles for instance, can be cogs on the top and bottom jaw connected with straps or cables. The kneck should have some sort of way to move it around. It's a decent base, but a good steampunk is a mechanical and engineering masterpiece. It takes a lot to get it looking good. If you have the patience and time though, there's nothing stopping you! Keep blending!
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Help me Blender Artists Dot Org, you're my only hope... |
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#11
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I've been out of the forum for 1 and a half months but i'm back :P
Ok, so about the head, I think Brookesy is right, it doesn't look too steampunk, although it's great. Anyway i understand what you're doing, maybe you're modeling the "basics" first and then you'll "steampunk-it" About the fin, i think it's going the right way, but it's still "too plain". Hope you have to time to develop this great idea! Greets
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Slowly getting inside the world of 3D... WIP: Skateboard |
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#12
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I like the level of detail you are starting off with, but I'm not sure about the design. I don't know what level of believability you are shooting for, but this fin is only articulated only the Z (up and down) axis. If this creature is supposed to be able to swim it would have to be able to push water towards it back (in the negative Y direction).
-delta |
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#13
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