Making Of 'Lobo'
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by Yaroslav Grigorash |
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| ZBrush, Maya and Marmoset |
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)? |
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). |
| 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). |
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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