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Making Of 'Technomage'

By Pavel aka GoodAtom
Web: Open Site
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Date Added: 11th September 2013
Software used:
Photoshop, Maya, ZBrush

Concept development

The second character was a robot whose helmet looked like a Conquistadors'. His face was closed with the mask of an early 20th Century diver.

1782_tid_03.jpg
A steampunk-style gladiator

I liked both of these ideas a lot and I decided to combine two into one. I found the character developing into a Technomage; a Gladiator, like a Conquistador, and like a diver of the early 20th century with some steampunk robot mixed in.

The character was not bad or good, but it didn't seem right. There was not a man inside the suit - this was an energetic substance, like a ghost. It needed this suit to be able to live in our world and communicate with people and material objects.

When I shared this idea with my best friend, he said that I would never draw it. Together, we laughed at it, but the next day I began to realize my ideas.

I had to hurry as the time was running out. I created my last sketch very quickly. I generated the general concept but the final shape of the character should be formed in 3D.

1782_tid_04.jpg
The final sketch. Now it was ready for the 3D treatment


Modeling

The organizers of the competition had strict rules: the participants could not use a normal bump map for a game model and the model mesh had to be 3000 triangles in poly-count with textures of 1024 x 1024 pixels.

I've worked with old school models and textures for quite a while now, so, for me, a texture of 1024 x 1024 in relation to 3000 polygons seemed disproportionately huge. On this texture, I could draw a huge amount of detail, but the silhouette of the model would look very poor (for robots of course).

I decided not to use the standard rules as all participants of the competition did. I like to by-pass rules and use methods that others do not even think about.

I wanted to go old school, using a model of 3000 triangles without a normal bump map - similar to the next-gen model with a large number of polygons and normal bump. Why did I come up with this approach? It was my personal contest. I tend to complicate tasks, yet still meet the same deadline as all other participants.





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