(XBOX)EternalDrk Mako Posted August 24, 2016 Share Posted August 24, 2016 (edited) <Deviant Art<>Discord<>Youtube<>Twitch><Twitter><Tumblr> Bio: Spoiler hello and thanks for stopping by , I go by mako im a green horn in the 3d art department ...self taught in this 3d model/sculpting ..stuff, i find it fun so im trying to get into it I started this because I have designs I wish to make tangible and tennogen is my only avenue this is a long road for me but i find it relaxing to work on these in my spare time , i do hope you all enjoy and like the work as they progress if you have any input or tweaks please feel free to make them known and yes i take requests This is a gallery for my concepts that im making for tennogen , im rather new at this so im trying my best to make them a reality Syandanas: Spoiler Seraphic syandana wip wing span styles im testing, issues with gameplay visibility is a concern old style Spoiler Devi syandana -some wip testing on subtances used Spoiler Warframes: Volt [kabuto-V ] Spoiler I originally was designing just a helm , but by request ive altered it to be more reflective of kamen rider kabuto, originally the design for the helm was derived from the just the beetle however , this is my first tennogen project i think ive come along way in terms of my sculpt technique WIP: redrafting design OLD designs but examples of substances i plan to use , old helm will be used in another helm project for volt Spoiler Nova Empress: collaboration with missmarifire] [3/9] Spoiler This is one originally was drafted as a collaboration between me and missmarifire as a nova deluxe design [was even mentioned when the real one came out oddly enough] Now there is two syandanas to go with the theme art is by missmarifire and the 3d model is one derived from her designs [which i love the details of xD ] Spoiler [original concept art] Spoiler Ember : Pele V5 Spoiler Backstory: so roughly a year+ ago i drafted some designs for a deluxe skin for ember the skin was derived after the Hawaiian goddess Pele [volcano] -destruction, creation , ect it has been my goal to create this into a tennogen pele was one of my earlier designs so im trying to bring it to life so to speak the current WIP is a merg of all 3 versions i drew for this idea Original Deluxe designs Spoiler Nyx: Succubus V3 Spoiler [original concept art] Octavia-Orchestra 6/30/17 Spoiler Design wise i think i want to create some caps for the tubes , i was thinking a merg of cockatoo and an organ , dont ask why i went there Muramasa -Excalibur Spoiler Edited February 11, 2018 by (XB1)EternalDrk Mako wip updates Link to comment Share on other sites More sharing options...
Cyriann Posted August 24, 2016 Share Posted August 24, 2016 Mmm... Seems interesting... Wonder if it would suit my Volt. *instant follow* Link to comment Share on other sites More sharing options...
Cyriann Posted August 24, 2016 Share Posted August 24, 2016 Ad for feedback... I feel like the horn seems to be protruding a bit too much but... Maybe a profile sight would show better the way how it comes out of the helmet. Link to comment Share on other sites More sharing options...
Okakuro Posted August 24, 2016 Share Posted August 24, 2016 Looks really nice, maybe add a chin or bring it out a bit? Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted August 24, 2016 Author Share Posted August 24, 2016 1 hour ago, Cyriann said: Ad for feedback... I feel like the horn seems to be protruding a bit too much but... Maybe a profile sight would show better the way how it comes out of the helmet. so adjust the horn and adjust the profile 20 minutes ago, Okakuro said: Looks really nice, maybe add a chin or bring it out a bit? ill adjust its angle of tilt and maybe that will fix it, or i can build up the face design Link to comment Share on other sites More sharing options...
arch111 Posted August 25, 2016 Share Posted August 25, 2016 (edited) Nice start! Once you add HQ details the edges will pop. All it takes is one dot of highest detail and all geo surrounding it will be subdivided. A really fast way to increase details. Allso pinch and flatten are awesome to chisel out those flowing lines. I recommend cycling the materials for light/shadows and allso do a material/paint pass on a low polymodel to test out what the Infinity Engine will do to it. Edited August 25, 2016 by arch111 i can't spell. this phone conspires against me Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted August 25, 2016 Author Share Posted August 25, 2016 7 hours ago, arch111 said: Nice start! Once you add HQ details the edges will pop. All it takes is one dot of highest detail and all geo surrounding it will be subdivided. A really fast way to increase details. Allso pinch and flatten are awesome to chisel out those flowing lines. I recommend cycling the materials for light/shadows and allso do a material/paint pass on a low polymodel to test out what the Infinity Engine will do to it. thanks :D for the tips, ill see what i can come up with Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted August 30, 2016 Author Share Posted August 30, 2016 (edited) v3 helm tweaks ive brought the horn in more, and adjusted the jaw line of the helm tweaks to horn style also as well as general reshaping more details on the "eye" energy spots Edited August 30, 2016 by (XB1)EternalDrk Mako Link to comment Share on other sites More sharing options...
Cyriann Posted August 30, 2016 Share Posted August 30, 2016 16 hours ago, (XB1)EternalDrk Mako said: v3 helm tweaks ive brought the horn in more, and adjusted the jaw line of the helm tweaks to horn style also as well as general reshaping more details on the "eye" energy spots Wow... Even if this is just low poly and not textured yet... I can say I'll want that when it's finished. Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted August 30, 2016 Author Share Posted August 30, 2016 40 minutes ago, Cyriann said: Wow... Even if this is just low poly and not textured yet... I can say I'll want that when it's finished. thanks ^. ^ i really appreciate it though im not sure how to texture or mask it .... ive seen the results of other tennogens and not sure how to get from 3d model to that yet >. < Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted September 3, 2016 Author Share Posted September 3, 2016 V3.5 helm development progress feedback and input is appreciated Link to comment Share on other sites More sharing options...
arch111 Posted September 5, 2016 Share Posted September 5, 2016 Great progress! Try moving it up a detailnotch. Define the edges, face and neck by using the flatten tool set to middle detail and mid-max streangth. Before you know it, things start to be clearer and more distinct. Coloring in Sc is simple. Choose 1024 and tight and play around. Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted September 5, 2016 Author Share Posted September 5, 2016 ill give it a try, the flatten tool gave me the shaping i liked, i end up playing with the pinch tool or the ..extrude? i used the detail trick you suggested to make the shapes more defined , but i need to get my tablet setup to work on this im using a track ball xD Link to comment Share on other sites More sharing options...
Vlada91 Posted September 6, 2016 Share Posted September 6, 2016 (edited) my work: Spoiler Edited September 6, 2016 by Vlada91 Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted September 6, 2016 Author Share Posted September 6, 2016 looks insectoid ..like an ant Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted September 8, 2016 Author Share Posted September 8, 2016 (edited) Here is the current progress. im trying to make it fit the volt styled texture i see in its 3d model so im sculpting and adding details as i go Edited September 8, 2016 by (XB1)EternalDrk Mako Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted September 8, 2016 Author Share Posted September 8, 2016 had some time to work on kabuto this morning Link to comment Share on other sites More sharing options...
arch111 Posted September 8, 2016 Share Posted September 8, 2016 It looks good, if a bit undefined. Do you have the Ashmodel to compare size and angle to? Its actually pretty wide. If you have Blender you should be able to import the OBJ and then export it as a new file to use in Sculptris. For some reasons, the files from DE will not work by default, at least this was true with other warframes I have tried. Inhad to open in Maya and then Export as a OBJ to use in Sculptris or ZBrush. Super annoying. I am currently playing with a Ash helm and (possibly) using Ash to model a male Valkyr. I don't care that it's not supported; now I can finally try it :) Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted September 8, 2016 Author Share Posted September 8, 2016 ive got volts model for that , dont have ash but valkyr and nova also i used the models then put it into a MS 3d printer app that i converted it then to obj , i can even lower the detail if scultris has an issue with it currently im just trying to define all the basic details the go into refining it Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted September 12, 2016 Author Share Posted September 12, 2016 op cleanup next stage is to refine the models texture and details then ill try working with masking? Link to comment Share on other sites More sharing options...
arch111 Posted September 13, 2016 Share Posted September 13, 2016 On 2016-9-12 at 7:33 PM, (XB1)EternalDrk Mako said: op cleanup next stage is to refine the models texture and details then ill try working with masking? Sure, but you need to import into another software for texture and uvs. Not to mention building the low poly version with good topology/flow. Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted September 13, 2016 Author Share Posted September 13, 2016 Just now, arch111 said: Sure, but you need to import into another software for texture and uvs. Not to mention building the low poly version with good topology/flow. i have zero idea of how to do that :D Link to comment Share on other sites More sharing options...
arch111 Posted September 13, 2016 Share Posted September 13, 2016 1 hour ago, (XB1)EternalDrk Mako said: i have zero idea of how to do that :D Do you know basic UV-map and texturing? Sculptris models can be imported as a OBJ, into for example Blender, then rebuild the model in a low polygon version intop of the high rez. This new lowpoly is then given UV-coordinates for textures, and the normal map you get from the Sculptris model. After that you get into textures and the Tibtmap, that I myself have only just begun. You can paint and apply color and materials in sculptris for surprisingly good results to concept what you want later. Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted September 14, 2016 Author Share Posted September 14, 2016 ...... i guess i need blender or some other app to work this uv-map and texturing into the package once ive gotten the model cleaned up i was going to try hand drawing a complete ideal kabuto and have that as concept art to give myself a better idea as kabuto kinda resulted from playing around xD Link to comment Share on other sites More sharing options...
(XBOX)EternalDrk Mako Posted September 16, 2016 Author Share Posted September 16, 2016 V4 alterations and details to face , ive given up on the wire effects , just kept having issues with them so smoothed it out and tried to sculpt it cleaner neck and lower jaw need more cleanup work Link to comment Share on other sites More sharing options...
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