I’m layering in details over the basic blocking that I set up last update. Gathering specific references and constructing the high poly model to try and look as functional as possible, without adding in too much superfluous stuff. I got some critiques about the hips not looking like they could hold the weight of the body, so I’ve beefed that area up a fair amount.
Working out the mechanical logistics and testing the overall form. Actual detailing will be coming up next week.
I haven’t forgotten about the T-Mech mod. Here is some engine progress.
And some Baldwin progress. There are a lot of new things I’m experimenting with on this sculpt, and it’s taking a lot of trial and error. So, in order to keep up with worthwhile updates I think I’m going to put Baldwin on the backburner for a bit. I’ll try to post stuff every now and then, when there is something worth showing.
A light week as I prep for the holidays.
First up, I was doing some ZBrush practice. I found a nice drawing of Earthworm Jim (here) and did a quick sculpt interpretation.
My compositing and rendering still needs a good amount of work, but I’m happy with how sculpts are going.
Then, I started working on a mod for Serious Sam 3. I want to redesign and replace the Biomechanoid Major enemy with an enemy that was featured in Serious Sam 2. The T-Mech. I’m completely updating the design of the original T-Mech to fit in with the aesthetics of SS3. It’s a good excuse to design something with a bunch of machine details for a portfolio piece. This is going to become another lengthy piece where I take my time and show all the steps along the way. I can’t stray too far from the proportions of the Biomechanoid since this new model has to fit over the existing rig.
You can scroll through the changes between versions easily by clicking the image and going back and forth with the arrow keys.
And a merger of some of my favorite elements with a first pass of color to get some ideas out there.
Bonus content: nerd cookies that I made with my wife.