As far as I could get it. Should be painted, have chains and accouterments back on before Monday.
Showing posts with label prophet. Show all posts
Showing posts with label prophet. Show all posts
Wednesday, September 8, 2010
Sunday, August 29, 2010
Prophet: Part Deu


What with a colleague (whom shall remain nameless, but who's name starts with a 'K') singing the praises about Headus -on the daily, I thought I'd give it a go on this project. It works pretty good for me, it appears to minimize distortion without including using a texture map and edge thickness as in UV t in Maya. I don't think I'll abandon Maya's editor anytime soon but Headus does work great, and I'll likely keep using it -until juggernaut Autodesk gets with it and puts those features in Maya's UV editor (!?). Headus' interface is cludgy. At this stage for Prophet I've added a sash. By sash, I mean a mandible. By mandible, I mean jaw bone. It seemed to belong. Also, I settled on stylized arboreala akin to the Bonzai tree plants in Japan. All his details have a story, should probably bust that out in greater detail later, but the devilish deathly skull, and the life-oriented tree on his back are constrained to the prophet as he's a mediator or sorts. I'm not particularly attempting to be 'out-of-the-box' with the metaphors on my character, but, meh, why not. Hopefully I can get him into Mudbox this week.
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