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Making Of 'Lobo'

By Yaroslav Grigorash
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(11 Votes)
| 21322 Views
| 3 Comments
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Date Added: 1st August 2011
Software used:
Maya, ZBrush
685_tid_main.jpg
Hi there people! I would like to share with you the workflow behind the creation of one of my characters – a redesigned version of Lobo.

When I decided to create a character from a well-known DC Universe – Lobo – the first thing that I realized was that my character was going to be a bit different from the original. My main goal was to create an older version of this guy, so I thought that if I was going to shift his age, why not change his whole look as well (Fig.01)?

685_tid_fig01.jpg
Fig. 01

Concept

I decided to shift his overall look a bit and make my own version of the classic one. Some kind of fusion between moody-biker-rasta-pirate-sci-fi-badass!

Once I'd calmed down, I decided to change the concept to something less vivid...more human, with the essence of humor (Fig.02).

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Fig. 02

Modeling

After I had decided on a concept, I went to Maya and modeled a base for the body. Then, in ZBrush, I did some basic sculpting to define the main shape for the "organic" part, after which I exported the result into Maya where I continued by creating some clothes and adding accessories (Fig.03).

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Fig. 03

When I was working on the accessories I decided not to overwhelm him with stuff and also make his weapons as separate elements.

At the time I was being influenced by Rage (an upcoming game from Id Software), which inspired me to use local plastic shapes in contrast with small pieces, thin lines and hard edges (Fig.04 – 06).

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Fig. 04

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Fig. 05


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Fig. 06

 
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Comments 0 Views 25266
Readers Comments (Newest on Top)
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(ID: 53344, pid: 0) Khall on Thu, 13 October 2011 10:33am
Lovely artwork,lots of thought went into the design,very good of you to share your style and workflow hope to see more from you.
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(ID: 47603, pid: 0) Blob on Mon, 08 August 2011 7:21pm
cool model
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(ID: 47269, pid: 0) Adan Rodriguez on Tue, 02 August 2011 4:49am
Awesome work with lobo my friend!
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