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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)?

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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

continued on next page >

 
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Readers Comments (Newest on Top)
avatar
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.
avatar
Blob on Mon, 08 August 2011 7:21pm
cool model
avatar
Adan Rodriguez on Tue, 02 August 2011 4:49am
Awesome work with lobo my friend!
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